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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

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The previous example only demonstrated how to compile a vertex shader. There are several other types of shaders, including fragment, geometry, and tessellation shaders. The technique for compiling is nearly identical for each shader type. The only significant difference is the argument to glCreateShader.

It is also important to note that shader compilation is only the first step. Similar to a language like C++, we need to link the program. While shader programs can consist of a single shader, for many use cases we have to compile two or more shaders, and then the shaders must be linked together into a shader program object. We'll see the steps involved in linking in the next recipe.

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Publisher Resources

ISBN: 9781789342253