By Dan Ginsburg
OpenGL ES is the industry's major software program interface and portraits library for rendering refined 3D images on hand held and embedded units. the latest model, OpenGL ES 3.0, makes it attainable to create lovely visuals for brand new video games and apps, with out compromising equipment functionality or battery lifestyles. within the OpenGL ES 3.0 Programming advisor, moment version, the authors conceal the complete API and Shading Language. They conscientiously introduce OpenGL ES 3.0 good points similar to shadow mapping, instancing, a number of render goals, uniform buffer items, texture compression, application binaries, and remodel suggestions.
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Extra info for OpenGL ES 3.0 Programming Guide, 2nd Edition
Chapter 10—Fragment Shaders Chapter 9 focused on how to use textures in a fragment shader; Chapter 10 covers the rest of what you need to know to write fragment shaders. We give an overview of fragment shaders and all of the special built-in variables available to them. 1 using fragment shaders. Examples of multitexturing, fog, alpha test, and user clip planes are all implemented in fragment shaders. 0 fragment pipeline. These operations include the scissor test, stencil test, depth test, multisampling, blending, and dithering.
Dithering—Dithering can be used to minimize the artifacts that occur as a result of using limited precision to store color values in the framebuffer. At the end of the per-fragment stage, either the fragment is rejected or a fragment color(s), depth, or stencil value is written to the framebuffer at location (xw, yw). Writing of the fragment color(s), depth, and stencil values depends on whether the appropriate write masks are enabled. Write masks allow finer control over the color, depth, and stencil values written into the associated buffers.
0 program. 0. We describe how to communicate with the native windowing system, choose a configuration, and create EGL rendering contexts and surfaces. 0. 0. In Chapter 4, we describe how to create a shader object, compile a shader, and check for compile errors. The chapter also explains how to create a program object, attach shader objects to it, and link a final program object. We discuss how to query the program object for information and how to load uniforms. In addition, you will learn about the difference between source shaders and program binaries and how to use each.