I got a request from PACKT to review an OpenGL book they've published. It looked like a fun thing to do, so I said okay.
First off, this book is perfect for people who already know their way around OpenGL, but may not be too deep into shaders yet, and/or have some legacy bits in their engines.
The book does walk you through setting up a shader based application, and explains what kinds of support libraries you're going to need (always managing to pick the "other" lib than the ones I've used - they like glew more than glee, for instance - but the libs they picked still work as advertised, so I'm not saying they're bad choises. Oddly, there's no mention of SDL or SFML though), but knowing how OpenGL generally works as well as how the math generally works is taken for granted.
On the positive side you won't have to browse through hundred pages of basic matrix and vector math, or compilation basics, which I feel is a good thing.
After the basics the book gets to the fun stuff, explaining lighting, texture use, screen space trickery (like bloom and deferred shading), geometry shaders and tesselation, practical shadows (i.e, shadow mapping and PCT filters, but doesn't waste pages on anything "more advanced"), noise and some particle tricks.
All in all I think it's a rather good resource for anyone who wants to upgrade their OpenGL knowledge to more "modern OpenGL", dropping all legacy stuff, but it doesn't mean you don't still have to get your hands on the orange book.