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GLSL Essentials

You're reading from   GLSL Essentials If you're involved in graphics programming, you need to know about shaders, and this is the book to do it. A hands-on guide to the OpenGL Shading Language, it walks you through the absolute basics to advanced techniques.

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849698009
Length 116 pages
Edition 1st Edition
Languages
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Author (1):
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Jacobo Rodriguez Jacobo Rodriguez
Author Profile Icon Jacobo Rodriguez
Jacobo Rodriguez
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Toc

Index

A

  • array / Arrays
  • attributes
    • used, in interface blocks / Example – using attributes in the interface blocks

B

  • basic lighting theory / Basic lighting theory
  • basic types / Basic types
  • break statement / Flow control
  • buffer keyword / Raw data computations

C

  • cast types / Castings and conversions
  • clipping / Geometry stages (per-vertex operations)
  • code comments / Code comments
  • compute shaders / Compute shaders
  • conversions / Castings and conversions
  • crowd of butterflies example / A crowd of butterflies

E

  • EmitVertex() function / Example – pass-thru shader
  • EndPrimitive() function / Example – pass-thru shader
  • examples
    • solid color mesh / Solid color mesh
    • interpolated colored mesh / Interpolated colored mesh
    • interpolators, using to compute texture coordinates / Using interpolators to compute the texture coordinates
    • Phong lighting / Phong lighting
    • pass-thru shader / Example – pass-thru shader
    • attributes, using in interface blocks / Example – using attributes in the interface blocks
  • execution model
    • about / Execution model, Execution model
    • fragment shader, terminating / Terminating a fragment shader
  • external stages / External stages

F

  • fill rate / Execution model
  • fixed design
    • and programmable design, difference between / Differences between fixed and programmable designs
  • Flat Shading / Basic lighting theory
  • flow control / Flow control
  • fragment shader
    • terminating / Terminating a fragment shader
  • fragment shaders / Fragment shaders
  • fragment stages / Fragment stages (per-fragment operations)
  • functions / Functions

G

  • geometry sample
    • drawing / Drawing a simple geometry sample
    • distorting / Distorting a geometry sample
    • interpolators, using / Using interpolators
  • geometry shader / Geometry stages (per-vertex operations)
  • geometry shaders / Geometry shaders
    • versus vertex shaders / Geometry shaders versus vertex shaders
  • geometry stages
    • vertex data / Geometry stages (per-vertex operations)
    • textures / Geometry stages (per-vertex operations)
    • vertex shader / Geometry stages (per-vertex operations)
    • geometry shader / Geometry stages (per-vertex operations)
    • clipping / Geometry stages (per-vertex operations)
    • perspective division / Geometry stages (per-vertex operations)
    • viewport transform / Geometry stages (per-vertex operations)
  • glDispatchCompute function / Render to texture example
  • gl_Position / Uniform variables
  • Gouraud Shading / Basic lighting theory
  • GPU
    • about / GPU, a vectorial and parallel architecture
  • graphics hardware
    • history / A brief history of graphics hardware
  • Graphics Rendering Pipeline
    • about / A brief history of graphics hardware
    • geometry stages / Geometry stages (per-vertex operations)
    • fragment stages / Fragment stages (per-fragment operations)
    • external stages / External stages
    • fixed and programmable designs, difference / Differences between fixed and programmable designs

I

  • input layout
    • options for / Inputs and outputs
  • inputs
    • about / Inputs and outputs
  • input variables / Other input variables
  • instructions / Instructions
  • interface blocks
    • about / Interface blocks
    • attributes, using / Example – using attributes in the interface blocks
  • interpolated colored mesh / Interpolated colored mesh
  • interpolators
    • about / Using interpolators
    • using / Using interpolators

L

  • Language basics
    • instructions / Instructions
    • basic types / Basic types
    • variable initializers / Variable initializers
    • vector operation / Vector and matrix operations
    • matrix operation / Vector and matrix operations
    • cast types / Castings and conversions
    • conversions / Castings and conversions
    • code comments / Code comments
    • flow control / Flow control
    • loops / Loops
    • structures / Structures
    • array / Arrays
    • functions / Functions
    • preprocessor / Preprocessor
  • layout keyword / Inputs and outputs
  • lighting example code / Lighting example code
  • loops / Loops

M

  • matrix operation / Vector and matrix operations

N

  • Normal mapping / Basic lighting theory

O

  • OpenGL
    • URL / The Language
  • OpenGL Shading Language (GLSL) / A brief history of graphics hardware
  • output layer
    • options for / Inputs and outputs
  • outputs
    • about / Inputs and outputs
  • output variables / Shader output variables

P

  • pass-thru shader / Example – pass-thru shader
  • perspective division / Geometry stages (per-vertex operations)
  • Phong lighting / Phong lighting
  • Phong lighting model
    • about / Basic lighting theory
  • Phong Shading / Basic lighting theory
  • position attribute / Interpolated colored mesh
  • preprocessor / Preprocessor
  • programmable design
    • and fixed design, difference between / Differences between fixed and programmable designs

R

  • raw data
    • computing / Raw data computations

S

  • shaders environment
    • about / The shader environment
  • shaders types
    • about / Types of shaders
    • vertex shaders / Vertex shaders
    • fragment shaders / Fragment shaders
    • geometry shaders / Geometry shaders
    • compute shaders / Compute shaders
  • shader variables
    • uniform variables / Uniform variables
    • input variables / Other input variables
    • output variables / Shader output variables
  • Simple lighting
    • basic lighting theory / Basic lighting theory
    • lighting example code / Lighting example code
  • solid color mesh / Solid color mesh
  • structures / Structures

T

  • texture example
    • rendering to / Render to texture example

U

  • uniform variables / Uniform variables, Uniform variables

V

  • variable initializers / Variable initializers
  • vector operation / Vector and matrix operations
  • vertex array object (VAO) / Vertex attributes
  • vertex attribute
    • about / Vertex attributes
    • examples / Vertex attributes
  • vertex data / Geometry stages (per-vertex operations)
  • vertex shader
    • about / Geometry stages (per-vertex operations)
  • Vertex shader input
    • vertex attribute / Vertex attributes
    • uniform variables / Uniform variables
  • Vertex shader output
    • about / Vertex shader outputs
  • vertex shaders / Vertex shaders
    • versus geometry shaders / Geometry shaders versus vertex shaders
  • viewport transform / Geometry stages (per-vertex operations)
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