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CurvedUI+DOTween+Shaders+Sprites下载
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2023-01-21 16:00:11
CurvedUI+DOTween+Shaders+Sprites , 相关下载链接:
https://download.csdn.net/download/qq_37524903/87369055?utm_source=bbsseo
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CurvedUI+DOTween+Shaders+Sprites下载
CurvedUI+DOTween+Shaders+Sprites , 相关下载链接:https://download.csdn.net/download/qq_37524903/87369055?utm_source=bbsseo
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OpenGL ES 3.0 Programming Guide, 2nd Edition
OpenGL® ES™ is the industry’s leading software interface and graphics library for rendering sophisticated 3D graphics on handheld and embedded devices. The newest version, OpenGL ES 3.0, makes it possible to create stunning visuals for new games and apps, without compromising device performance or battery life. In the OpenGL ES 3.0 Programming Guide, 2nd Edition, the authors cover the entire API and Shading Language. They carefully introduce OpenGL ES 3.0 features such as shadow mapping, instancing, multiple render targets, uniform buffer objects, texture compression, program binaries, and transform feedback. Through detailed, downloadable C-based code examples, you’ll learn how to set up and program every aspect of the graphics pipeline. Step by step, you’ll move from introductory techniques all the way to advanced per-pixel lighting and particle systems. Throughout, you’ll find cutting-edge tips for optimizing performance, maximizing efficiency with both the API and hardware, and fully leveraging OpenGL ES 3.0 in a wide spectrum of applications. All code has been built and tested on iOS 7, Android 4.3, Windows (OpenGL ES 3.0 Emulation), and Ubuntu Linux, and the authors demonstrate how to build OpenGL ES code for each platform. Coverage includes EGL API: communicating with the native windowing system, choosing configurations, and creating rendering contexts and surfaces
Shader
s: creating and attaching
shader
objects; compiling
shader
s; checking for compile errors; creating, linking, and querying program objects; and using source
shader
s and program binaries OpenGL ES Shading Language: variables, types, constructors, structures, arrays, attributes, uniform blocks, I/O variables, precision qualifiers, and invariance Geometry, vertices, and primitives: inputting geometry into the pipeline, and assembling it into primitives 2D/3D, Cubemap, Array texturing: creation, loading, and rendering; texture wrap modes, filtering, and formats; compressed textures, sampler objects, immutable textures, pixel unpack buffer objects, and mipmapping Fragment
shader
s: multitexturing, fog, alpha test, and user clip planes Fragment operations: scissor, stencil, and depth tests; multisampling, blending, and dithering Framebuffer objects: rendering to offscreen surfaces for advanced effects Advanced rendering: per-pixel lighting, environment mapping, particle systems, image post-processing, procedural textures, shadow mapping, terrain, and projective texturing Sync objects and fences: synchronizing within host application and GPU execution This edition of the book includes a color insert of the OpenGL ES 3.0 API and OpenGL ES Shading Language 3.0 Reference Cards created by Khronos. The reference cards contain a complete list of all of the functions in OpenGL ES 3.0 along with all of the types, operators, qualifiers, built-ins, and functions in the OpenGL ES Shading Language. Table of Contents Chapter 1. Introduction to OpenGL ES 3.0 Chapter 2. Hello Triangle: An OpenGL ES 3.0 Example Chapter 3. An Introduction to EGL Chapter 4.
Shader
s and Programs Chapter 5. OpenGL ES Shading Language Chapter 6. Vertex Attributes, Vertex Arrays, and Buffer Objects Chapter 7. Primitive Assembly and Rasterization Chapter 8. Vertex
Shader
s Chapter 9. Texturing Chapter 10. Fragment
Shader
s Chapter 11. Fragment Operations Chapter 12. Framebuffer Objects Chapter 13. Sync Objects and Fences Chapter 14. Advanced Programming with OpenGL ES 3.0 Chapter 15. State Queries Chapter 16. OpenGL ES Platforms Appendix A. GL_HALF_FLOAT Appendix B. Built-In Functions Appendix C. ES Framework API Book Details Title: OpenGL ES 3.0 Programming Guide, 2nd Edition Author: Aaftab Munshi, Budirijanto Purnomo, Dan Ginsburg, Dave Shreiner Length: 560 pages Edition: 2 Language: English Publisher: Addison-Wesley Professional Publication Date: 2014-03-10 ISBN-10: 0321933885 ISBN-13: 9780321933881
【亲测免费】 Iris
Shader
s 开源项目教程
Iris
Shader
s 是一个开源的 Minecraft 着色器模组,旨在提供高性能和高质量的图形渲染效果。该项目基于 Sodium 和 OptiFine 的设计理念,旨在为玩家提供一个既兼容 OptiFine 着色器包,又能在现代硬件上提供流畅游戏体验的解决方案。Iris
Shader
s 通过优化渲染流程和提供更多的图形选项,使得 Minecraft 的视觉效果更加丰富和细腻。 ## 项目快...
builtin_
shader
s-5.3.4f1学习-
Sprite
s-Default
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"
Sprite
s/Default" { Properties { [PerRendererData] _MainTex ("
Sprite
Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap ("Pi...
SwiftUI Metal
Shader
s 项目教程
SwiftUI Metal
Shader
s 项目教程 1. 项目的目录结构及介绍 swiftui-new-metal-
shader
s/ ├── README.md ├── LICENSE ├── Package.swift ├── Sources/ │ └── SwiftUIMetal
Shader
s/ │ ├── MainView.swift │ ├──
Shader
s...
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