{"product_id":"opengl-shading-language","title":"OpenGL Shading Language","description":"\u003cp\u003e\u003cb\u003e\u003ci\u003eOpenGL\u003csup\u003e®\u003c\/sup\u003e Shading Language, Third Edition, \u003c\/i\u003e\u003c\/b\u003eextensively updated for OpenGL 3.1, is the experienced application programmer’s guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by using the capabilities of both the visual processing unit and the central processing unit.\u003c\/p\u003e \u003cp\u003e \u003c\/p\u003e \u003cp\u003eIn this book, you will find a detailed introduction to the OpenGL Shading Language (GLSL) and the new OpenGL function calls that support it. The text begins by describing the syntax and semantics of this high-level programming language. Once this foundation has been established, the book explores the creation and manipulation of shaders using new OpenGL function calls.\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003e \u003c\/i\u003e\u003c\/b\u003e\u003c\/p\u003e \u003cp\u003e\u003cb\u003e\u003ci\u003eOpenGL\u003csup\u003e®\u003c\/sup\u003e Shading Language, Third Edition, \u003c\/i\u003e\u003c\/b\u003eincludes updated descriptions for the language and all the GLSL entry points added though OpenGL 3.1, as well as updated chapters that discuss transformations, lighting, shadows, and surface characteristics. The third edition also features shaders that have been updated to OpenGL Shading Language Version 1.40 and their underlying algorithms, including\u003c\/p\u003e \u003cp\u003e \u003c\/p\u003e \u003cul\u003e \u003cli\u003eTraditional OpenGL fixed functionality \u003c\/li\u003e\n \u003cli\u003eStored textures and procedural textures \u003c\/li\u003e\n \u003cli\u003eImage-based lighting \u003c\/li\u003e\n \u003cli\u003eLighting with spherical harmonics \u003c\/li\u003e\n \u003cli\u003eAmbient occlusion and shadow mapping \u003c\/li\u003e\n \u003cli\u003eVolume shadows using deferred lighting \u003c\/li\u003e\n \u003cli\u003eWard’s BRDF model\u003c\/li\u003e\n \u003c\/ul\u003e \u003cp\u003e \u003c\/p\u003e \u003cp\u003eThe color plate section illustrates the power and sophistication of the OpenGL Shading Language. The API Function Reference at the end of the book is an excellent guide to the\u003c\/p\u003e \u003cp\u003eAPI entry points that support the OpenGL Shading Language.\u003c\/p\u003e","brand":"Pearson Education","offers":[{"title":"Default Title","offer_id":46286779646190,"sku":"9780321669223","price":58.02,"currency_code":"AUD","in_stock":true}],"url":"https:\/\/bookland.com.au\/products\/opengl-shading-language","provider":"Book Land AU","version":"1.0","type":"link"}