GLSL Essentials
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What this book covers

Chapter 1, The Graphics Rendering Pipeline, starts with a brief introduction to the rendering pipeline and moves on to give an overview of the programmable stages.

Chapter 2, GLSL Basics, covers language basics, types, vector operations, flow control, preprocessor, and shader inputs and outputs.

Chapter 3, Vertex Shaders, looks at the vertex programmable stage, uniform variables and basic lighting, and vertex shader examples.

Chapter 4, Fragment Shaders, looks at the execution model, inputs and outputs, and examples.

Chapter 5, Geometry Shaders, looks at geometry shader structure, interface blocks, and examples.

Chapter 6, Compute Shaders, covers the execution model, GPGPU basics, render to texture, and basic raw computations.