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Vulkan 3D Graphics Rendering Cookbook

You're reading from   Vulkan 3D Graphics Rendering Cookbook Implement expert-level techniques for high-performance graphics with Vulkan

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Product type Paperback
Published in Feb 2025
Publisher Packt
ISBN-13 9781803248110
Length 714 pages
Edition 2nd Edition
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Authors (2):
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Alexey Medvedev Alexey Medvedev
Author Profile Icon Alexey Medvedev
Alexey Medvedev
Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
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Toc

Table of Contents (14) Chapters Close

Preface 1. Establishing a Build Environment 2. Getting Started with Vulkan FREE CHAPTER 3. Working with Vulkan Objects 4. Adding User Interaction and Productivity Tools 5. Working with Geometry Data 6. Physically Based Rendering Using the glTF 2.0 Shading Model 7. Advanced PBR Extensions 8. Graphics Rendering Pipeline 9. glTF Animations 10. Image-Based Techniques 11. Advanced Rendering Techniques and Optimizations 12. Other Books You May Enjoy
13. Index

Implementing an infinite grid GLSL shader

In the previous recipes of this chapter, we explored some approaches to geometry rendering. When debugging applications, it’s helpful to have a visible representation of the coordinate system, allowing viewers to quickly infer the camera’s orientation and position by examining the rendered image. A practical way to represent a coordinate system is by rendering an infinite grid aligned with one of the coordinate planes. Let’s learn how to implement a visually appealing grid in GLSL.

Getting ready

The complete C++ source code for this recipe is available in Chapter05/05_Grid. The accompanying GLSL shaders, which will be reused in later recipes, are stored in the shared data folder under data/shaders/Grid.vert and data/shaders/Grid.frag.

How to do it...

To parameterize our grid, we should introduce some constants. These constants can be found and adjusted in the data/shaders/GridParameters.h GLSL include file...

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