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OpenGL 4.0 Shading Language Cookbook by David Wolff

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Chapter 2. The Basics of GLSL Shaders

In this chapter, we will cover:

  • Implementing diffuse, per-vertex shading with a single point light source
  • Implementing per-vertex ambient, diffuse, and, specular (ADS) shading
  • Using functions in shaders
  • Implementing two sided shading
  • Implementing flat shading
  • Using subroutines to select shader functionality
  • Discarding fragments to create a perforated look

Introduction

Shaders were first introduced into OpenGL in version 2.0, introducing programmability into the formerly fixed-function OpenGL pipeline. Shaders give us the power to implement alternative rendering algorithms and a greater degree of flexibility in the implementation of those techniques. With shaders, we can run custom code directly on the GPU, providing ...

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