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|a T385 .W654 2018
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|a 006.6869
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|a UAMI
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|a Wolff, David.
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|a OpenGL 4 Shading Language Cookbook :
|b Build High-Quality, Real-time 3D Graphics with OpenGL 4. 6, GLSL 4. 6 and C++17, 3rd Edition.
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|a 3rd ed.
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|a Birmingham :
|b Packt Publishing Ltd,
|c 2018.
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|a 1 online resource (464 pages)
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|a Print version record.
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|a Intro; Cover; Title Page; Copyright and Credits; Packt Upsell; Contributors; Table of Contents; Preface; Chapter 1: Getting Started with GLSL; Introduction; GLSL; Profiles -- core versus compatibility; Using a loading library to access the latest OpenGL functionality; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Using GLM 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 ... ; Compiling a shader.
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|a Getting readyHow to do it ... ; How it works ... ; There's more ... ; Deleting a shader object; See also; Linking a shader program; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Shader input/output variables; Deleting a shader program; See also; Saving and loading a shader binary; Getting ready; How to do it ... ; How it works ... ; See also; Loading a SPIR-V shader program; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Chapter 2: Working with GLSL Programs; Introduction; Sending data to a shader using vertex attributes and vertex buffer objects.
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|a Getting readyHow to do it ... ; How it works ... ; There's more ... ; Separate attribute format; Fragment shader output; Specifying attribute indexes without using layout qualifiers; Using element arrays; Interleaved arrays; See also; Getting a list of active vertex input attributes and locations; 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 ... ; There's more ... ; See also; Getting a list of active uniform variables; Getting ready; How to do it ... ; How it works ...
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|a 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; Using program pipelines; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Getting debug messages; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Building a C++ shader program class; Getting ready; How to do it ... ; How it works ... ; See also; Chapter 3: The Basics of GLSL Shaders; Introduction.
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|a Vertex and fragment shadersLearning the basics first; Diffuse and per-vertex shading with a single point light source; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Implementing the Phong reflection model; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Using a nonlocal viewer; Per-vertex versus 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.
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500 |
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|a Passing arrays or structures to a function.
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520 |
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|a OpenGL 4 Shading Language Cookbook covers easy-to-follow recipes that first walk you through the theory and background behind each technique, and then proceed to showcase and explain the GLSL and OpenGL code needed to implement it.
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|a eBooks on EBSCOhost
|b EBSCO eBook Subscription Academic Collection - Worldwide
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|a OpenGL.
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|a Computer graphics.
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|a Rendering (Computer graphics)
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|a Infographie.
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|a computer graphics.
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|a Graphical & digital media applications.
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|a Games development & programming.
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|a Programming & scripting languages: general.
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|i Print version:
|a Wolff, David.
|t OpenGL 4 Shading Language Cookbook : Build High-Quality, Real-time 3D Graphics with OpenGL 4. 6, GLSL 4. 6 and C++17, 3rd Edition.
|d Birmingham : Packt Publishing Ltd, ©2018
|z 9781789342253
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