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Features of the Second Edition:
• Written using the most recent specification releases (OpenGL 4.x and GLSL 4.x0) including code
examples brought up-to-date with the current standard of the GLSL language
• More examples and more exercises
• A chapter on tessellation shaders
• An expanded Serious Fun chapter with examples that illustrate using shaders to produce fun effects
• A discussion of how to handle the major changes occurring in the OpenGL standard, and some C++
classes to help you manage that transition
• Source code for many of the book’s examples at www.cgeducation.org
“If you are one of the multitudes of OpenGL programmers wondering about how to get started with
programmable shaders or what they are good for, this is the book for you. Mike and Steve have filled their new
edition with such a variety of interesting examples that you’ll be running to your computer to begin writing your
own shaders.”
—Ed Angel, Chair, Board of Directors, Santa Fe Complex; Founding Director, Art, Research, Technology, and
Science Laboratory (ARTS Lab); Professor Emeritus of Computer Science, University of New Mexico

“Shaders are an essential tool in today’s computer graphics, from films and games to science and industry.
In this excellent book, Bailey and Cunningham not only clearly explain the how and why of shaders, but they
provide a wealth of cutting-edge shaders and development tools. If you want to learn about shaders, this is
the place to start!”
—Andrew Glassner

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Theory and Practice
SECOND EDITION

Graphics Shaders

The book starts with a quick review of the graphics pipeline, emphasizing features that are rarely taught in
introductory courses but are immediately exposed in shader work. It then covers shader-specific theory for
vertex, tessellation, geometry, and fragment shaders using the GLSL 4.x0 shading language. The text also
introduces the freely available glman tool that enables you to develop, test, and tune shaders separately from
the applications that will use them. The authors explore how shaders can be used to support a wide variety
of applications and present examples of shaders in 3D geometry, scientific visualization, geometry morphing,
algorithmic art, and more.

Bailey • Cunningham

Graphics Shaders: Theory and Practice is intended for a second course in computer graphics at the
undergraduate or graduate level, introducing shader programming in general, but focusing on the GLSL
shading language. While teaching how to write programmable shaders, the authors also teach and reinforce
the fundamentals of computer graphics. The second edition has been updated to incorporate changes in the
OpenGL API (OpenGL 4.x and GLSL 4.x0) and also has a chapter on the new tessellation shaders, including
many practical examples.


K13069

Mike Bailey • Steve Cunningham
Computer graphics/computer games



Graphics Shaders
Second Edition


This page intentionally left blank


Graphics Shaders
Second Edition

Theory and Practice

Mike Bailey
Steve Cunningham


CRC Press
Taylor & Francis Group
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Boca Raton, FL 33487-2742
© 2012 by Taylor & Francis Group, LLC
CRC Press is an imprint of Taylor & Francis Group, an Informa business
No claim to original U.S. Government works
Version Date: 2011913
International Standard Book Number-13: 978-1-4398-6775-4 (eBook - PDF)
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Visit the Taylor & Francis Web site at

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This page intentionally left blank


Features of the Second Edition:
• Written using the most recent specification releases (OpenGL 4.x and GLSL 4.x0) including code
examples brought up-to-date with the current standard of the GLSL language
• More examples and more exercises
• A chapter on tessellation shaders
• An expanded Serious Fun chapter with examples that illustrate using shaders to produce fun effects
• A discussion of how to handle the major changes occurring in the OpenGL standard, and some C++
classes to help you manage that transition
• Source code for many of the book’s examples at www.cgeducation.org
“If you are one of the multitudes of OpenGL programmers wondering about how to get started with
programmable shaders or what they are good for, this is the book for you. Mike and Steve have filled their new
edition with such a variety of interesting examples that you’ll be running to your computer to begin writing your
own shaders.”

—Ed Angel, Chair, Board of Directors, Santa Fe Complex; Founding Director, Art, Research, Technology, and
Science Laboratory (ARTS Lab); Professor Emeritus of Computer Science, University of New Mexico

“Shaders are an essential tool in today’s computer graphics, from films and games to science and industry.
In this excellent book, Bailey and Cunningham not only clearly explain the how and why of shaders, but they
provide a wealth of cutting-edge shaders and development tools. If you want to learn about shaders, this is
the place to start!”
—Andrew Glassner

.x

4

L

G

n

O

p

e

In

lu
c


Theory and Practice
SECOND EDITION

Graphics Shaders

The book starts with a quick review of the graphics pipeline, emphasizing features that are rarely taught in
introductory courses but are immediately exposed in shader work. It then covers shader-specific theory for
vertex, tessellation, geometry, and fragment shaders using the GLSL 4.x0 shading language. The text also
introduces the freely available glman tool that enables you to develop, test, and tune shaders separately from
the applications that will use them. The authors explore how shaders can be used to support a wide variety
of applications and present examples of shaders in 3D geometry, scientific visualization, geometry morphing,
algorithmic art, and more.

Bailey • Cunningham

Graphics Shaders: Theory and Practice is intended for a second course in computer graphics at the
undergraduate or graduate level, introducing shader programming in general, but focusing on the GLSL
shading language. While teaching how to write programmable shaders, the authors also teach and reinforce
the fundamentals of computer graphics. The second edition has been updated to incorporate changes in the
OpenGL API (OpenGL 4.x and GLSL 4.x0) and also has a chapter on the new tessellation shaders, including
many practical examples.

es

d


K13069

Mike Bailey • Steve Cunningham

Computer graphics/computer games



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