What this book covers
Chapter 1, Getting Started with GLSL, explains the steps needed to compile, link, and use GLSL shaders within an OpenGL program. It also covers how to save and load shader binaries, and how to use SPIR-V with OpenGL. It covers the use of the GLM library for mathematics support.
Chapter 2, Working with GLSL Programs, introduces the basic of communication between the shader programs and the OpenGL program. It covers how to send data to shaders using attributes and uniform variables, how to enumerate variables, how to work with shader pipelines, and offers an example of a shader program class.
Chapter 3, The Basics of GLSL Shaders, introduces you to the basics of GLSL programming with per-vertex shading. In this chapter, ...
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