This hands-on guide cuts short the preamble and gets straight to the point – actually creating graphics, instead of just theoretical learning. Each recipe is specifically tailored to satisfy your appetite for producing real-time 3-D graphics using GLSL 4.0. If you are an OpenGL programmer looking to use the modern features of GLSL 4.0 to create real-time, three-dimensional graphics, then this book is for you. Familiarity with OpenGL programming, along with the typical 3D coordinate systems, projections, and transformations is assumed. It can also be useful for experienced GLSL programmers who are looking to implement the techniques that are presented here.
OpenGL shading language is the first (& only) cross platform open standard designed language and is the industry standard. With OpenGL and GLSL, applications perform better, achieving stunning graphics effects by using the capabilities of both the visual processing unit and the central processing unit. The book is designed for both beginners and experienced developers and artists. I have read OpenGL shading language books before by Randy Rost, and believe me this book is one of its kind. Author is veteran in the computer graphics field, and the content of the book is exactly what today’s GLSL developers need i.e. the GLSL capability, keeping up pace with changing Modern GPU’s, closeness to natural phenomenon and real-life industry-standard applications. This cookbook is extremely suitable for a variety of audience with graphics background. However, the source code included with this book is presented purely in QT. But reader need not worry as the GLSL code is completely separated out from the rendering code. Additionally, I would recommend you to refer GLSL specification, online GLSL tutorials and algorithm research papers for improved understanding. GPUToaster Rates this book 9.5/10.
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A fairly good book aimed at developers already familiar with the basics of OpenGL or prior versions of OpenGL. Without straying into introductory vector mathematics or basic OpenGL API usage, the book provides numerous well-written examples that demonstrate how to use GLSL 4.0. It's concise and to the point. It certainly favors practice over theory. The organization is fairly well done as the examples are minimal and then built upon by further examples and text. One downside is that the text explanations of the code, at times, add little other than an English translation of what the code already says.
The content (and associated graphics effects) is not groundbreaking, but very useful in a practical sense. As the title suggests, this book is aimed at being a "cookbook" of known techniques - not any original research - and serves well in that purpose. The range of examples should provide a solid background upon which to construct more unique and advanced techniques.
I'd recommend this to anyone looking for a practical, example-based approach to learning the fundamentals of relatively current GLSL.