O'Reilly logo

OpenGL Shading Language, Third Edition by Mike Weiblen, Hugh Malan, Barthold Lichtenbelt, John M. Kessenich, Dan Ginsburg, Bill Licea-Kane, Randi J. Rost

Stay ahead with the world's most comprehensive technology and business learning platform.

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, tutorials, and more.

Start Free Trial

No credit card required

Chapter 7. OpenGL Shading Language API

In support of the OpenGL Shading Language, more than 40 entry points were added to OpenGL starting in version 2.0. This set of API calls is referred to throughout this book as the OPENGL SHADING LANGUAGE API. In this chapter, we look at the OpenGL entry points that have been added to create, load, compile, and link shaders, as well as the entry points that have been added for passing generic vertex attributes and uniform variables to shaders. Reference pages for all of the OpenGL Shading Language API entry points are found in Appendix B.

At the end of this chapter, we discuss the application code that is needed to create and use the brick shader presented in Chapter 6. If you just can’t wait, go ahead and ...

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, interactive tutorials, and more.

Start Free Trial

No credit card required