Chapter 2. The Basics of GLSL Shaders

In this chapter, we will cover:

  • Implementing diffuse, per-vertex shading with a single point light source
  • Implementing per-vertex ambient, diffuse, and specular (ADS) shading
  • Using functions in shaders
  • Implementing two-sided shading
  • Implementing flat shading
  • Using subroutines to select shader functionality
  • Discarding fragments to create a perforated look