LEADER 04287nam 22007331 450 001 9910955464203321 005 20240402031245.0 010 $a9781849698016 010 $a1849698015 035 $a(CKB)2550000001179124 035 $a(EBL)1593855 035 $a(SSID)ssj0001159322 035 $a(PQKBManifestationID)11644274 035 $a(PQKBTitleCode)TC0001159322 035 $a(PQKBWorkID)11113282 035 $a(PQKB)10327174 035 $a(Au-PeEL)EBL1593855 035 $a(CaPaEBR)ebr10825528 035 $a(CaONFJC)MIL559263 035 $a(OCoLC)867821561 035 $a(PPN)228035090 035 $a(OCoLC)870467644 035 $a(OCoLC)ocn870467644 035 $a(FR-PaCSA)88849806 035 $a(CaSebORM)9781849698009 035 $a(MiAaPQ)EBC1593855 035 $a(FRCYB88849806)88849806 035 $a(DE-B1597)722443 035 $a(DE-B1597)9781849698016 035 $a(EXLCZ)992550000001179124 100 $a20140104d2013 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aGLSL essentials /$fJacobo Rodriguez 205 $a1st edition 210 1$aBirmingham :$cPackt Publishing,$d2013. 215 $a1 online resource (116 p.) 225 1 $aCommunity experience distilled 300 $aIncludes index. 311 08$a9781849698009 311 08$a1849698007 311 08$a9781306280129 311 08$a1306280125 327 $aCover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: The Graphics Rendering Pipeline; A brief history of graphics hardware; The Graphics Rendering Pipeline; Geometry stages (per-vertex operations); Fragment stages (per-fragment operations); External stages; Differences between fixed and programmable designs; Types of shaders; Vertex shaders; Fragment shaders; Geometry shaders; Compute shaders; GPU, a vectorial and parallel architecture; The shader environment; Summary; Chapter 2: GLSL Basics; The Language; Language basics 327 $aInstructionsBasic types; Variable initializers; Vector and matrix operations; Castings and conversions; Code comments; Flow control; Loops; Structures; Arrays; Functions; Preprocessor; Shader input/output variables; Uniform variables; Other input variables; Shader output variables; Summary; Chapter 3 : Vertex Shaders; Vertex shader inputs; Vertex attributes; Uniform variables; Vertex shader outputs; Drawing a simple geometry sample; Distorting a geometry sample; Using interpolators; Simple lighting; Basic lighting theory; Lighting example code; Summary; Chapter 4: Fragment Shaders 327 $aExecution modelTerminating a fragment shader; Inputs and outputs; Examples; Solid color mesh; Interpolated colored mesh; Using interpolators to compute the texture coordinates; Phong lighting; Summary; Chapter 5: Geometry Shaders; Geometry shaders versus vertex shaders; Inputs and outputs; Interface blocks; Example - pass-thru shader; Example - using attributes in the interface blocks; Crowd of butterflies; Summary; Chapter 6: Compute Shaders; Execution model; Render to texture example; Raw data computations; Summary; Index 330 $aThis book is a practical guide to the OpenGL Shading Language, which contains several real-world examples that will allow you to grasp the core concepts easily and the use of the GLSL for graphics rendering applications.If you want upgrade your skills, or are new to shader programming and want to learn about graphic programming, this book is for you. If you want a clearer idea of shader programming, or simply want to upgrade from fixed pipeline systems to state-of-the-art shader programming and are familiar with any C-based language, then this book will show you what you need to know. 517 3 $aOpenGL Shading Language essentials 606 $aComputer graphics 606 $aRendering (Computer graphics) 615 0$aComputer graphics. 615 0$aRendering (Computer graphics) 676 $a006.696;794.8/1526 700 $aRodriguez$b Jacobo$01795222 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910955464203321 996 $aGLSL essentials$94336350 997 $aUNINA