LEADER 05052nam 2200721 a 450 001 9910956648603321 005 20240516184723.0 010 $a9786613308184 010 $a9781283308182 010 $a1283308185 010 $a9781849514774 010 $a1849514771 035 $a(CKB)2550000000045354 035 $a(EBL)948515 035 $a(OCoLC)797917473 035 $a(SSID)ssj0000644196 035 $a(PQKBManifestationID)11383341 035 $a(PQKBTitleCode)TC0000644196 035 $a(PQKBWorkID)10676254 035 $a(PQKB)11270831 035 $a(WaSeSS)Ind00024513 035 $a(Au-PeEL)EBL948515 035 $a(CaPaEBR)ebr10492877 035 $a(CaONFJC)MIL330818 035 $a(PPN)228002915 035 $a(FR-PaCSA)88851651 035 $a(MiAaPQ)EBC948515 035 $a(FRCYB88851651)88851651 035 $a(DE-B1597)722037 035 $a(DE-B1597)9781849514774 035 $a(EXLCZ)992550000000045354 100 $a20110922d2011 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aOpenGL 4.0 shading language cookbook $eover 60 highly focused, practical recipes to maximize your use of the OpenGL shading language /$fDavid Wolff 205 $a1st ed. 210 $aBirmingham [England] $cPackt Pub. Ltd.$d2011 215 $a1 online resource (767 p.) 300 $aIncludes index. 311 08$a9781849514767 311 08$a1849514763 320 $aIncludes index. 327 $aTable of Contents; OpenGL 4.0 Shading Language Cookbook; OpenGL 4.0 Shading Language Cookbook; Credits; About the Author; About the Reviewers; www.PacktPub.com; Support files, eBooks, discount offers and more; Why subscribe?; Free access for Packt account holders; Preface; What this book covers; What you need for this book; Who this book is for; Conventions; Reader feedback; Customer support; Downloading the example code for this book; Errata; Piracy; Questions; 1. Getting Started with GLSL 4.0; Introduction; The OpenGL Shading Language; Profiles: Core vs. Compatibility 327 $aUsing the GLEW Library to access the latest OpenGL functionalityGetting ready; How to do it...; How it works...; There's more...; GLEW visualinfo; GLEW glewinfo; Checking for extension availability at runtime; See also; Using the GLM library for mathematics; Getting ready; How to do it...; How it works...; There's more...; Using the GLM types as input to OpenGL; See also; Determining the GLSL and OpenGL version; How to do it...; How it works...; There's more...; See also; Compiling a shader; Getting ready; How to do it...; How it works...; There's more...; Deleting a shader object; See also 327 $aLinking a shader programGetting ready; How to do it...; How it works...; There's more...; Deleting a shader program; See also; Sending data to a shader using per-vertex attributes and vertex buffer objects; Getting ready; How to do it...; How it works...; There's more...; Using layout qualifiers; Using element arrays; Interleaved arrays; See also; Getting a list of active vertex input attributes and indices; Getting ready; How to do it...; How it works...; There's more...; See also; Sending data to a shader using uniform variables; Getting ready; How to do it...; How it works... 327 $aThere's more...See also; Getting a list of active uniform variables; Getting ready; How to do it...; How it works...; There's more...; See also; Using uniform blocks and uniform buffer objects; Getting ready; How to do it...; How it works...; There's more...; Using an instance name with a uniform block; Using layout qualifiers with uniform blocks; See also; Building a C++ shader program class; Getting ready; How to do it...; How it works...; See also; 2. The Basics of GLSL Shaders; Introduction; Vertex and fragment shaders; Replicating the old fixed functionality 327 $aImplementing diffuse, per-vertex shading with a single point light sourceGetting ready; How to do it...; How it works...; There's more...; See also; Implementing per-vertex ambient, diffuse, and specular (ADS) shading; Getting ready; How to do it...; How it works...; There's more...; Using a non-local viewer; Per-vertex vs. Per-fragment; Directional lights; Light attenuation with distance; See also; Using functions in shaders; Getting ready; How to do it...; How it works...; There's more...; The const qualifier; Function overloading; Passing arrays or structures to a function; See also 327 $aImplementing two-sided shading 330 $aOver 60 highly focused, practical recipes to maximize your OpenGL Shading language use 606 $aProgramming languages (Electronic computers)$vAmateurs' manuals 615 0$aProgramming languages (Electronic computers) 676 $a006.6 700 $aWolff$b David$01795755 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910956648603321 996 $aOpenGL 4.0 shading language cookbook$94340466 997 $aUNINA