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OpenGL ES 3.0 Cookbook by Parminder Singh

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Chapter 6. Working with Shaders

In this chapter, we will cover the following recipes:

  • Implementing the wobble and ripple effect
  • Procedural texture shading with object coordinates
  • Creating the circular pattern and making them revolve
  • Generating the brick pattern
  • Generating the polka dot pattern
  • Discarding fragments
  • Procedural texture shading with texture coordinates

Introduction

This chapter will give you an in-depth understanding of the shaders programming technique. It discusses various techniques that can be implemented by using the vertex and fragment shaders, revealing their capabilities. We will begin this chapter by understanding the role of shaders in the OpenGL ES 3.0 programmable pipeline. You will also learn how the vertex shader and fragment ...

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