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OpenGL Shading Language (3rd Edition) Paperback – July 30, 2009

ISBN-13: 978-0321637635 ISBN-10: 0321637631 Edition: 3rd

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OpenGL Shading Language (3rd Edition) + OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3 (8th Edition) + OpenGL 4 Shading Language Cookbook - Second Edition
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Product Details

  • Paperback: 792 pages
  • Publisher: Addison-Wesley Professional; 3 edition (July 30, 2009)
  • Language: English
  • ISBN-10: 0321637631
  • ISBN-13: 978-0321637635
  • Product Dimensions: 7 x 1.5 x 9 inches
  • Shipping Weight: 2.4 pounds (View shipping rates and policies)
  • Average Customer Review: 3.9 out of 5 stars  See all reviews (9 customer reviews)
  • Amazon Best Sellers Rank: #422,907 in Books (See Top 100 in Books)

Editorial Reviews

Review

“As the ‘Red Book’ is known to be the gold standard for OpenGL, the ‘Orange Book’ is considered to be the gold standard for the OpenGL Shading Language. With Randi’s extensive knowledge of OpenGL and GLSL, you can be assured you will be learning from a graphics industry veteran. Within the pages of the second edition you can find topics from beginning shader development to advanced topics such as the spherical harmonic lighting model and more.”

—David Tommeraasen, CEO/Programmer, Plasma Software

 

“This will be the definitive guide for OpenGL shaders; no other book goes into this detail. Rost has done an excellent job at setting the stage for shader development, what the purpose is, how to do it, and how it all fits together. The book includes great examples and details, as well as good additional coverage of 2.0 changes!”

—Jeffery Galinovsky, Director of Emerging Market, Platform Development, Intel Corporation

 

“The coverage in this new edition of the book is pitched just right to help many new shader-writers get started, but with enough deep information for the ‘old hands.’”

—Marc Olano, Assistant Professor, University of Maryland

 

“This is a really great book on GLSL—well written and organized, very accessible, and with good real-world examples and sample code. The topics flow naturally and easily, explanatory code fragments are inserted in very logical places to illustrate concepts, and, all in all, this book makes an excellent tutorial as well as a reference.”

—John Carey, Chief Technology Officer, C.O.R.E. Feature Animation

 

OpenGL® Shading Language provides a timely, thorough, and entertaining introduction to the only OpenGL ARB-approved high-level shading language in existence. Whether an expert or a novice, there are gems to be discovered throughout the book, and the reference pages will be your constant companion as you dig into the depths of the shading APIs. From algorithms to APIs, this book has you covered.”

—Bob Kuehne, CEO, Blue Newt Software

 

“Computer graphics and rendering technologies just took a giant leap forward with hardware vendors rapidly adopting the new OpenGL Shading Language. This book presents a detailed treatment of these exciting technologies in a way that is extremely helpful for visualization and game developers.”

—Andy McGovern, Founder, Virtual Geographics, Inc.

 

“The OpenGL Shading Language is at the epicenter of the programmable graphics revolution, and Randi Rost has been at the center of the development of this significant new industry standard. If you need the inside track on how to use the OpenGL Shading Language to unleash new visual effects and unlock the supercomputer hiding inside the new generation of graphics hardware, then this is the book for you.”

—Neil Trevett, Senior Vice President, Market Development, 3Dlabs

 

 

About the Author

Randi J. Rost was a core contributor to the development of the OpenGL Shading Language and the OpenGL API that supports it, as well as one of the first programmers to design and implement shaders using this technology. Randi works at Intel.

 

Bill Licea-Kane is chair of the ARB OpenGL Shading Language workgroup. Bill is a principal member of technical staff at AMD.

Customer Reviews

3.9 out of 5 stars
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In all, a very well written and rounded book that begins slowly and generally at first while gradually adding the necessary detail.
Theocharis Theocharous
For example GLSL defines a number of special embedded variables, but you will not find a list of those variables and especially examples of using them.
Papa Carlo
The publisher's web-site has a link to download source code for the book, but its the code from the 2nd edition without any updating.
J. Wrenholt

Most Helpful Customer Reviews

17 of 19 people found the following review helpful By Papa Carlo on January 12, 2010
Format: Paperback Verified Purchase
The authors honestly warn the user that this book is not intended to be read from start to finish in sequential order. Cannot agree more. The material is scattered through the book with little logical order. Very often I find myself putting the book aside and going to Internet after futile attempts to find even some basic information.
For example GLSL defines a number of special embedded variables, but you will not find a list of those variables and especially examples of using them. Instead they are scattered in the text.
A good part of the book is just examples of solving some fancy tasks. GLSL is a very interesting and exciting subject and I expected to find something more useful when ordering this book.
Save your money.
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7 of 7 people found the following review helpful By D. Neckels on March 31, 2010
Format: Paperback Verified Purchase
The book covers all you need to know to write opengl shaders. There are a number of examples covered, with source both in the book and available for download. The writing is understandable and comprehensive, if ponderous.
My only complaint is the encyclopedic nature of the book. Tons of man page like reference material in the back and throughout.
It lacks the inspiration of a book like Frank Luna's DirectX, where he develops techniques like normal mapping, cascaded shadow maps, etc.. with all the relevant math details.

But, if you have those details, this book has everything you need to implement them in GLSL. So a good buy.
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6 of 6 people found the following review helpful By J. Wrenholt on April 14, 2013
Format: Paperback Verified Purchase
The Third Edition is not very different from the Second. (Which is a good book.)

Very minor changes from the 2e. Someone tried to hack out the deprecation but the new stuff lacks adequate explanation and doesn't always work. There are no new shaders presented showing how to benefit from the new capabilities of GLSL.

The index has not been updated to include the mentions of new features or commands. For instance glTransformFeedbackVarying, glBeginTransformFeedback, and glBindBufferBase are briefly mentioned in the book but they have not been indexed nor have they been added to the glossary nor are they included in the API Function Reference in Appendix B.

New commands gl_VertexID and gl_InstanceID are listed but no examples are given as to what they are used for. Other new commands are not even mentioned, such as glPrimitiveRestartIndex.

It's web-site 3dshaders.com is not working. So, no source code is available for the third edition.

The author's email is listed in the book but there is no response and I believe it is a not a working address.

The publisher's web-site has a link to download source code for the book, but its the code from the 2nd edition without any updating.
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2 of 2 people found the following review helpful By CRK on September 11, 2012
Format: Paperback Verified Purchase
I don't usually write reviews, but this book deserves one.

This book serves well to someone that has some familiarity/experience with setting up an OpenGL environment on whatever platform. (ie. each implementation of opengl has its quarks, but for iOS this involves setting up the EAGLContext, override layerClass to return CAEAGLayer, setting up vertex buffer objects, render buffers, and framebuffers, blah blah) If you don't understand that aspect you'll find yourself reading the book and thinking 'thats great, but how do i set this up initially?' However if you're like me, and can set up the GL environment, but lacked some insight on what exactly can be accomplished with vertex/fragment shaders then you'll be in for a treat. This book does a nice job of explaining the process of creating shaders (and their corresponding gl_programs). This book doesn't treat the reader like an idiot, but it also doesn't treat you like you were a designer of OpenGL; its a good compromise in the middle. The general flow of the book is having a detailed explanation of what is going on in a shader, then it shows you the code for said shader. If you're patient and willing to cross-reference the text and the code, and touch base with the underlying math where you find yourself lacking, you should come out with a better understanding of how to achieve certain effects (lighting, shadows, noise, etc.) Goodluck
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This is by far the best treatment on the subject of shaders I have found. It's easy to read and not too expensive
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