Graphics Reference
In-Depth Information
In the next chapter, we focus on how to load vertex input variables with
data from vertex arrays and vertex buffer objects. We will expand your
knowledge of the OpenGL ES Shading Language throughout the topic.
For example, in Chapter 8, “Vertex Shaders,” we describe how to perform
transformation, lighting, and skinning in a vertex shader. In Chapter 9,
“Texturing,” we explain how to load textures and how to use them in a
fragment shader. In Chapter 10, “Fragment Shaders,” we cover how to
compute fog, perform alpha testing, and evaluate user clip planes in a
fragment shader. In Chapter 14, “Advanced Programming with OpenGL
ES 3.0,” we go deep into writing shaders that perform advanced effects
such as environment mapping, projective texturing, and per-fragment
lighting. With the grounding in the OpenGL ES Shading Language from
this chapter, we can show you how to use shaders to achieve a variety of
rendering techniques.
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