Chapter 14. Advanced Programming with OpenGL ES 3.0

In this chapter, we put together many of the techniques you have learned throughout this book to discuss some advanced uses of OpenGL ES 3.0. A large number of advanced rendering techniques can be accomplished with the programmable flexibility of OpenGL ES 3.0. In this chapter, we cover the following techniques:

• Per-fragment lighting

• Environment mapping

• Particle system with point sprites

• Particle system with transform feedback

• Image postprocessing

• Projective texturing

• Noise using a 3D texture

• Procedural textures

• Terrain rendering with vertex texture fetch

• Shadows using a depth texture

Per-Fragment Lighting

In Chapter 8, “Vertex Shaders,” we covered the lighting equations ...

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