OpenGL® Shading Language, Third Edition, extensively updated for OpenGL 3.1, is the experienced application programmer’s guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by using the capabilities of both the visual processing unit and the central processing unit.
In this book, you will find a detailed introduction to the OpenGL Shading Language (GLSL) and the new OpenGL function calls that support it. The text begins by describing the syntax and semantics of this high-level programming language. Once this foundation has been established, the book explores the creation and manipulation of shaders using new OpenGL function calls.
OpenGL® Shading Language, Third Edition, includes updated descriptions for the language and all the GLSL entry points added though OpenGL 3.1, as well as updated chapters that discuss transformations, lighting, shadows, and surface characteristics. The third edition also features shaders that have been updated to OpenGL Shading Language Version 1.40 and their underlying algorithms, including
The color plate section illustrates the power and sophistication of the OpenGL Shading Language. The API Function Reference at the end of the book is an excellent guide to the
API entry points that support the OpenGL Shading Language.
"synopsis" may belong to another edition of this title.
Randi Rost is an ISV Manager in the Software and Solutions Group at Intel. Randy serves on the OpenGL ARB, led the 3Dlabs team responsible for defining and implementing OpenGL 2.0, and is one of the first programmers to design and implement shaders using the OpenGL Shading Language.
"The author has done an excellent job at setting the stage for shader development, what the purpose is, how to do it, and how it all fits together."
—Jeffery GalinovskyStrategic Software Program Manager, Intel Corporation
The OpenGL® Shading Language, a high-level procedural shading language for OpenGL®, is the most important new development in graphics programming to emerge in years. OpenGL is the leading cross-platform 3D-graphics API, and the OpenGL Shading Language allows developers to take total control over the most important stages of the graphics-processing pipeline.
OpenGL® Shading Language is the experienced application programmer's guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by utilizing the capabilities of both the visual processing unit and the central processing unit.
In this book, you will find a detailed introduction to the OpenGL Shading Language and the new OpenGL function calls that support it. The text begins by describing the syntax and semantics of this high-level programming language. Once this foundation has been established, the book explores the creation and manipulation of shaders using new OpenGL function calls.
OpenGL® Shading Language features extensive examples of shaders and their underlying algorithms, including
The color plate section illustrates the power and sophistication of the OpenGL Shading Language. The API Function Reference at the end of the book is an excellent quick reference to the API entry points that support the OpenGL Shading Language. An enhanced online index allows readers to quickly and easily search the entire text for specific topics.
"About this title" may belong to another edition of this title.
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