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OpenGL® ES 2.0 Programming Guide by Dave Shreiner, Dan Ginsburg, Aaftab Munshi

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Chapter 13. Advanced Programming with OpenGL ES 2.0

In this chapter, we put together many of the techniques you have learned throughout the book to discuss some advanced uses of OpenGL ES 2.0. There are a large number of advanced rendering techniques that can be accomplished with the programmable flexibility of OpenGL ES 2.0. In this chapter, we cover the following advanced rendering techniques:

  • Per-fragment lighting.

  • Environment mapping.

  • Particle system with point sprites.

  • Image postprocessing.

  • Projective texturing.

  • Noise using a 3D texture.

  • Procedural textures.

Per-Fragment Lighting

In Chapter 8, “Vertex Shaders,” we covered the lighting equations that can be used in the vertex shader to calculate per-vertex lighting. Commonly, to achieve higher quality ...

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