Graphics Reference
In-Depth Information
Chapter 14
Advanced Programming
with OpenGL ES 3.0
In this chapter, we put together many of the techniques you have learned
throughout this topic to discuss some advanced uses of OpenGL ES 3.0.
A large number of advanced rendering techniques can be accomplished
with the programmable flexibility of OpenGL ES 3.0. In this chapter, we
cover the following techniques:
• Per-fragment lighting
• Environment mapping
• Particle system with point sprites
• Particle system with transform feedback
• Image postprocessing
• Projective texturing
• Noise using a 3D texture
• Procedural textures
• Terrain rendering with vertex texture fetch
• Shadows using a depth texture
Per-Fragment Lighting
In Chapter 8, “Vertex Shaders,” we covered the lighting equations that can
be used in the vertex shader to calculate per-vertex lighting. Commonly,
to achieve higher-quality lighting, we seek to evaluate the lighting
equations on a per-fragment basis. In this section, we provide an example
 
 
 
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