After reading this chapter, you’ll be able to do the following:
• Texture a surface without using texture lookups; instead, texture a surface using a shader that computes the texture procedurally.
• Antialias a procedurally generated texture.
• Light a surface using a bump map.
• Use noise to modulate shapes and textures to get quite realistic surfaces and shapes.
• Generate your own noise texture map for storing multiple octaves of portable noise.
Generally, this chapter covers using computation in shaders to supply quality versions of what might normally come from large texture maps, complex geometry, or expensive multisampling. However, accessing textures won’t be forbidden. We’ll still occasionally ...