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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 this chapter, we will focus on techniques that work directly with the pixels in a framebuffer. These techniques typically involve multiple passes. An initial pass produces the pixel data and subsequent passes apply effects or further processes those pixels. To implement this, we often make use of the ability provided in OpenGL for rendering directly to a texture or set of textures (refer to the Rendering to a texture recipe in Chapter 5, Using Textures).

The ability to render to a texture, combined with the power of the fragment shader, opens up a huge range of possibilities. We can implement image processing techniques such as brightness, contrast, saturation, and sharpness by applying an additional process in the fragment ...

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Publisher Resources

ISBN: 9781789342253