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OpenGL 4 Shading Language Cookbook - Third Edition
book

OpenGL 4 Shading Language Cookbook - Third Edition

by David Wolff
September 2018
Intermediate to advanced
472 pages
15h 36m
English
Packt Publishing
Content preview from OpenGL 4 Shading Language Cookbook - Third Edition

Introduction

In Chapter 1, Getting Started with GLSL, we covered the basics of compiling, linking, and exporting shader programs. In this chapter, we'll cover techniques for communication between shader programs and the host OpenGL program. To be more specific, we'll focus primarily on input. The input to shader programs is generally accomplished via attributes and uniform variables. In this chapter, we'll see several examples of the use of these types of variables. We'll also cover a recipe for mixing and matching shader program stages, and a recipe for creating a C++ shader program object.

We won't cover shader output in this chapter. Obviously, shader programs send their output to the default framebuffer, but there are several other techniques ...

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Publisher Resources

ISBN: 9781789342253