OpenGL 4 Shading Language Cookbook(Second Edition)
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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