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OpenGL® SuperBible, Third Edition by Benjamin Lipchak, Richard S. Wright

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Chapter 21. High-Level Shading: The Real Slim Shader

by Benjamin Lipchak

WHAT YOU'LL LEARN IN THIS CHAPTER:

How To

Functions You'll Use

Create shader/program objects

glCreateShaderObjectARB/glCreateProgramObjectARB

Specify shaders and compile

glShaderSourceARB/glCompileShaderARB

Attach/detach shaders and link

glAttachObjectARB/glDetachObjectARB/glLinkProgramARB

Switch between programs

glUseProgramObjectARB

Specify a uniform

glUniform*ARB

Get error and warning information

glGetInfoLogARB

You could, in theory, write all your applications in assembly language. But you don't, and there are good reasons for not doing so: development time efficiency, readability, maintainability, and portability, to name just a few. The benefits of assembly are becoming scarce with ...

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