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As a graphics programmer, I'm always a bit disappointed that materials on sharers tend to concentrate on fragment/pixel sharers and neglect vertex, geometry and
by exDM69 11y ago
As a graphics programmer, I'm always a bit disappointed that materials on sharers tend to concentrate on fragment/pixel sharers and neglect vertex, geometry and tesselation shaders.
You can do pretty cool procedural stuff in a vertex shader (without any vertex data inputs). It's a necessity for animated models.
There's even less material on geometry and tesselation available.
This book seems to have rather nice pixel shading tricks but I'd like to see some stuff about the other stages too.
- Kristine1975 11y agoThere are always (commercial) books like the "OpenGL 4.0 Shading Language Cookbook, the "OpenGL Programming Guide" or the "OpenGL SuperBible".