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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