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[null,"1.","Record Nr.",null,"UNINA9910956648603321"]
[null,null,"Autore",null,"Wolff David"]
[null,null,"Titolo",null,"OpenGL 4.0 shading language cookbook : over 60 highly focused, practical recipes to maximize your use of the OpenGL shading language / / David Wolff"]
[null,null,"Pubbl/distr/stampa",null,"Birmingham [England], : Packt Pub. Ltd., 2011"]
[null,null,"ISBN",null,"9786613308184"]
[{"$nulls":4},"9781283308182"]
[{"$nulls":4},"1283308185"]
[{"$nulls":4},"9781849514774"]
[{"$nulls":4},"1849514771"]
[null,null,"Edizione",null,"[1st ed.]"]
[null,null,"Descrizione fisica",null,"1 online resource (767 p.)"]
[null,null,"Disciplina",null,"006.6"]
[null,null,"Soggetti",null,"Programming languages (Electronic computers)"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Includes index."]
[null,null,null,"Nota di bibliografia","Includes index."]
[null,null,"Nota di contenuto",null,"Table 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"]
[{"$nulls":4},"Using the GLEW Library to access the latest OpenGL functionalityGetting ready; How to do it...; How it works...; There's more...; GLEW visualinfo; GLEW glewinfo; Checking for extension availability at runtime; See also; Using the GLM library for mathematics; Getting ready; How to do it...; How it works...; There's more...; Using the GLM types as input to OpenGL; See also; Determining the GLSL and OpenGL version; How to do it...; How it works...; There's more...; See also; Compiling a shader; Getting ready; How to do it...; How it works...; There's more...; Deleting a shader object; See also"]
[{"$nulls":4},"Linking 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 "]
[{"$nulls":4},"ready; How to do it...; How it works...; There's more...; Using layout qualifiers; Using element arrays; Interleaved arrays; See also; Getting a list of active vertex input attributes and indices; Getting ready; How to do it...; How it works...; There's more...; See also; Sending data to a shader using uniform variables; Getting ready; How to do it...; How it works..."]
[{"$nulls":4},"There'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"]
[{"$nulls":4},"Implementing diffuse, per-vertex shading with a single point light sourceGetting ready; How to do it...; How it works...; There's more...; See also; Implementing per-vertex ambient, diffuse, and specular (ADS) shading; Getting ready; How to do it...; How it works...; There's more...; Using a non-local viewer; Per-vertex vs. Per-fragment; Directional lights; Light attenuation with distance; See also; Using functions in shaders; Getting ready; How to do it...; How it works...; There's more...; The const qualifier; Function overloading; Passing arrays or structures to a function; See also"]
[{"$nulls":4},"Implementing two-sided shading"]
[null,null,null,"Sommario/riassunto","Over 60 highly focused, practical recipes to maximize your OpenGL Shading language use"]