Packt is pleased to announce the publication of GLSL Essentials, a practical guide to the OpenGL Shading Language, which contains several real-world examples that will allow readers to grasp the core concepts easily and the use of the GLSL for graphics rendering applications. This book is available now in print, eBook, Kindle, and selected library formats. The print book is 116 pages long and is competitively priced at $34.99, whilst the eBook and Kindle versions are available for $17.84.
About the author:
Jacobo Rodríguez is a real-time computer graphics programmer. He has working experience with computer graphics, digital photogrammetry, computer vision, and video game development. Jacobo has worked for cutting-edge technology companies such as Metria Digital and Blit Software, and has also worked as an entrepreneur and freelancer for a variety of clients of platforms such as PC, iOS, PlayStation 3, PlayStation Vita, and PlayStation Portable. Jacobo has been working and learning at the same time for the last 20 years in the computer graphics field in roles ranging from junior programmer to project manager, as well as R&D director. Jacobo has always been very committed to the computer graphics community, having released for free the OpenGL Shader Designer: the first application in the world (even before NVIDIA with FX Composer or ATI with RenderMonkey) designed to visually develop and program GLSL shaders, as well as some OpenGL programming tutorials, all forming part of the Official OpenGL SDK.
Shader programming has been the largest revolution in graphics programming. OpenGL Shading Language (abbreviated: GLSL or GLslang), is a high-level shading language based on the syntax of the C programming language.
GLSL Essentials is the only book on the market that teaches about shaders from the very beginning. It shows how graphics programming has evolved, in order to understand the need for each stage in the Graphics Rendering Pipeline, and how to manage it in a simple but concise way. This book explains how shaders work in a step-by-step manner, with an explanation of how shaders interact with the application assets at each stage. After reading GLSL Essentials, readers will be ready to generate any rendering effect they need.
The following are the chapters in the book:
Chapter 1: The Graphics Rendering Pipeline
Chapter 2: GLSL Basics
Chapter 3: Vertex Shaders
Chapter 4: Fragment Shaders
Chapter 5: Geometry Shaders
Chapter 6: Compute Shaders
Developers familiar with any C-based language looking to upgrade their skills, or developers new to shader programming who want to learn about graphic programming will find this book an indispensable resource. For more information, please visit http://www.packtpub.com/program-opengl-shading-language-shaders-to-create-rendering%20effect/book
|Create stunning visual effects using vertex and fragment shaders
For more information, please visit: http://www.packtpub.com/program-opengl-shading-language-shaders-to-create-rendering%20effect/book