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Vulkan 3D Graphics Rendering Cookbook

You're reading from   Vulkan 3D Graphics Rendering Cookbook Implement expert-level techniques for high-performance graphics with Vulkan

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Product type Paperback
Published in Feb 2025
Last Updated in Jul 2025
Publisher Packt
ISBN-13 9781803248110
Length 722 pages
Edition 2nd Edition
Languages
Tools
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Authors (3):
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Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
Alexey Medvedev Alexey Medvedev
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Alexey Medvedev
Viktor Latypov Viktor Latypov
Author Profile Icon Viktor Latypov
Viktor Latypov
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Toc

Table of Contents (15) Chapters Close

Preface 1. Establishing a Build Environment 2. Getting Started with Vulkan FREE CHAPTER 3. Working with Vulkan Objects 4. Adding User Interaction and Productivity Tools 5. Working with Geometry Data 6. Physically Based Rendering Using the glTF 2.0 Shading Model 7. Advanced PBR Extensions 8. Graphics Rendering Pipeline 9. glTF Animations 10. Image-Based Techniques 11. Advanced Rendering Techniques and Optimizations 12. Unlock Your Book’s Exclusive Benefits 13. Other Books You May Enjoy
14. Index

Implementing full-screen triangle rendering

In most of the post-processing techniques covered in this chapter, you’ll need to render a textured rectangle that spans the entire screen and apply a specific fragment shader to it. To make this easier, we can use a single vertex shader that works across all of these cases. While it is straightforward to render a quad using the traditional vertex and index buffers approach, managing this can become complex when you need to handle many shader combinations across different stages of the rendering pipeline. In this recipe, we will demonstrate how to render a full-screen quad by generating geometry directly in a vertex shader. Additionally, instead of using quad geometry, we will use a single triangle covering the entire screen. Let’s explore how this is done.

Getting ready

Check out the recipe Implementing programmable vertex pulling from Chapter 5.

How to do it…

Let’s go through the code for our...

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