OpenGL 4.0 Shading Language Cookbook
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Chapter 1. Getting Started with GLSL 4.0

In this chapter, we will cover:

  • Using the GLEW library to access the latest OpenGL functionality
  • Using the GLM library for mathematics
  • Determining the GLSL and OpenGL version
  • Compiling a shader
  • Linking a shader program
  • Sending data to a shader using per-vertex attributes and vertex buffer objects
  • Getting a list of active vertex input attributes and indices
  • Sending data to a shader using uniform variables
  • Getting a list of active uniform variables
  • Using uniform blocks and uniform buffer objects
  • Building a C++ shader program class