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OpenGL Recommended reading for intermediate-advanced shader techniques

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I'm mostly interested in developing for mobiles and/or web so I've learnt OpenGL ES 2.0. Most tutorials teach you how to implement diffuse textures and Lambert and Phong lighting, but that's about it. Even if I decide to use an off-the-shelf engine I'd like to know how they do their magic. Can anyone recommend some good books or online texts to move on, with clear explanations of things like:

 

  • More advanced texture mapping. Texture splatting seems reasonably straightforward, and I think I could work out how to implement normal mapping, but I wouldn't know how to do displacement mapping or what the pros and cons of each are. Then there's parallax mapping...
  • More advanced lighting, such as how to handle multiple moving lights with decent performance. Baked lighting would be useful to know too.
  • Shadows.
  • General FX and postprocessing.
  • What things like the derivative functions are and what they're useful for (I know these are extensions in GLES 2.0, but think they're quite commonly supported).
  • What's possible with OpenGL ES 2.0 and what's not.

I'm more interested in the principles than the API, but it would be much more useful if any examples are in OpenGL rather than DirectX. And I'd like to have some idea of what features were added in later generations and their practical applications. 

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Good general overview of many rendering techniques:

http://www.amazon.com/Real-Time-Rendering-Third-Edition-Akenine-Moller/dp/1568814240

 

Lots of good presentations about more advanced techniques:

http://advances.realtimerendering.com/

 

Free online books with some interesting techniques:

http://http.developer.nvidia.com/GPUGems/gpugems_pref02.html

http://http.developer.nvidia.com/GPUGems2/gpugems2_frontmatter.html

https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_pref01.html

 

Similar to above, but more recent and not free:

http://www.amazon.com/GPU-Pro-Advanced-Rendering-Techniques/dp/1568814720

(I think there are 5 or 6 GPU Pro books now, with more on the way)

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