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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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Rather than using unsigned byte values, we could get more resolution in our noise data by using a floating-point texture. This might provide better results if the effect needs a high degree of fine detail. The preceding code needs relatively few changes to achieve this. Just use an internal format of GL_RGBA32F instead of GL_RGBA, use the GL_FLOAT type, and don't multiply by 255 when storing the noise values in the array.

GLM also provides periodic Perlin noise via an overload of the glm::perlin function. This makes it easy to create noise textures that tile without seams. We'll see how to use this in the next recipe.

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Publisher Resources

ISBN: 9781789342253