Graphics Shaders: Theory and Practice, Second EditionGraphics Shaders: Theory and Practice is intended for a second course in computer graphics at the undergraduate or graduate level, introducing shader programming in general, but focusing on the GLSL shading language. While teaching how to write programmable shaders, the authors also teach and reinforce the fundamentals of computer graphics. The sec |
Contents
1 | |
2 OpenGL Shader Evolution | 25 |
3 Fundamental Shader Concepts | 39 |
4 Using glman | 69 |
5 The GLSL Shader Language | 91 |
6 Lighting | 123 |
7 Vertex Shaders | 139 |
8 Fragment Shaders and Surface Appearance | 157 |
11 Image Manipulation with Shaders | 239 |
12 Geometry Shader Concepts and Examples | 291 |
13 Tessellation Shaders | 315 |
14 The GLSL API | 353 |
15 Using Shaders for Scientific Visualization | 375 |
16 Serious Fun | 425 |
Appendices | 465 |
References | 483 |
Other editions - View all
Graphics Shaders: Theory and Practice, Second Edition Mike Bailey,Steve Cunningham No preview available - 2011 |
Common terms and phrases
alpha angle application array attribute variables Bézier Bézier curve built-in bump mapping chapter color components computer graphics const float const vec3 coord create cube map define display example eye coordinates fixed-function flat shading fragment processing fragment shader framebuffer genType geometry shader gl_Position GLIB file glman GLSL GLSL shader glVertex graphics card graphics pipeline graphics primitive input interpolated irgb light matrix Matrix4& ModelView noise function noise texture Noise3 normal object OpenGL operations output parameters per-vertex Phong shading pixel polygon processor quad rainbow rasterizer sampler scalar scene shader code shader program shader source shown in Figure slider variables space specified specular sphere standard surface tessellation levels tessellation shaders texel texture coordinates texture map tion transformation triangles uImageUnit uModelViewMatrix uModelViewProjectionMatrix uniform float uniform sampler2D uniform variables vec2 vST vec3 vec4 fFragColor vector vertex shader vertices visualization vLightIntensity VMCposition void main vST rgb