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Graphics Shaders: Theory and Practice

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Programmable graphics shaders, programs that can be downloaded to a graphics processor (GPU) to carry out operations outside the fixed-function pipeline of earlier standards, have become a key feature of computer graphics. This book is designed to open computer graphics shader programming to the student, whether in a traditional class or on their own. It is intended to complement texts based on fixed-function graphics APIs, specifically OpenGL. It introduces shader programming in general, and specifically the GLSL shader language. It also introduces a flexible, easy-to-use tool, glman, that helps you develop, test, and tune shaders outside an application that would use them.

420 pages, Hardcover

First published January 1, 2009

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Mike Bailey

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Displaying 1 - 2 of 2 reviews
Profile Image for Manuel Silva.
18 reviews1 follower
May 17, 2017
I loved this book from beginning to end.

It's a shame the book's website is down yet I was able to implemented tons of the examples with no need for the code in the website.

Recommend for anyone wanting to demystify shaders in their minds and be able to think how and when to apply them.

Also goes well with Shadron! (at least for vertex/fragment shaders)
Profile Image for Alexander.
4 reviews
May 28, 2013
Filled missing spots in my understanding of shaders. I'd say not for total beginners - you should have some understanding of the pipeline & shading before opening it.
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