- OpenGL 4.0 Shading Language Cookbook
- David Wolff
- 57字
- 2021-04-02 18:59:35
Chapter 2. The Basics of GLSL Shaders
In this chapter, we will cover:
- Implementing diffuse, per-vertex shading with a single point light source
- Implementing per-vertex ambient, diffuse, and, specular (ADS) shading
- Using functions in shaders
- Implementing two sided shading
- Implementing flat shading
- Using subroutines to select shader functionality
- Discarding fragments to create a perforated look
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