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Product guide

Graphics Shaders: Theory and Practice, Second Edition

Graphics Shaders: Theory and Practice, Second Edition is a textbook for a second undergraduate or graduate computer graphics course, with a focus on GLSL shader programming and graphics fundamentals. Its coverage includes vertex, tessellation, geometry, and fragment shaders, along with worked examples and exercises.

At a glance

  • Explains shader theory while reinforcing computer graphics fundamentals.
  • Covers vertex, tessellation, geometry, and fragment shaders using GLSL 4.x0.
  • Adds a chapter on tessellation shaders and includes practical examples.
  • Introduces glman for developing, testing, and tuning shaders apart from the applications that use them.
  • The authors say sample source code is available for many examples.
Price
$99.20Save 30%

Reference price: $140.99

Price checked: Nov 14, 2026

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Pros and cons

Pros

  • Combines shader programming instruction with underlying graphics concepts, rather than treating code examples in isolation.
  • The range of shader stages and application examples can support a course or structured study beyond basic vertex and fragment shading.
  • Exercises invite readers to extend the examples, which suits active study.

Cons

  • The book was published in 2011, so its OpenGL and GLSL coverage may not match later versions or current development workflows.

Technical specifications

12 specifications
Publication details
Edition2nd
PublisherA K Peters/CRC Press
Publication dateNovember 8, 2011
LanguageEnglish
Print length520 pages
ISBN-101568814348
ISBN-13978-1568814346
Dimensions and installation
Dimensions7.5 x 1 x 9.25 inches
Weight listed2.7 pounds
Subject coverage
Graphics and shading languagesOpenGL 4.x and GLSL 4.x0
Shader types coveredvertex, tessellation, geometry, and fragment shaders
Examples and exercisesMore examples and more exercises

What to know before buying

  • The listing describes the edition as updated for OpenGL 4.x and GLSL 4.x0, but its 2011 publication date means readers targeting newer APIs should confirm that the material fits their version and coursework.

Who is it for?

A good fit for

  • Undergraduate or graduate students taking a second computer graphics course.
  • Readers learning GLSL shader programming alongside graphics theory.
  • Instructors seeking a textbook with examples and exercises across several shader stages.

Less suited to

  • Readers looking for a guide specifically written for newer graphics APIs or later GLSL versions.
  • Beginners seeking a first introduction to computer graphics, as the book is intended for a second course.
Graphics Shaders: Theory and Practice, Second Edition · photo 2
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Customer reviews on Amazon

4.5 / 5 · 18 ratings
  • 5 stars72%72%
  • 4 stars14%14%
  • 3 stars4%4%
  • 2 stars10%10%
  • 1 star0%0%

Aggregate ratings lean positive, with most ratings in the five-star category, but a smaller group of lower ratings shows that experiences are not uniformly favorable. The rating data does not explain individual reasons, so it cannot establish how well the book fits a reader's course or preferred API version.

Frequently asked questions

What level of reader is this book aimed at?

The listing positions it for a second computer graphics course at undergraduate or graduate level, rather than as a first graphics introduction.

Which shader types does it cover?

It covers vertex, tessellation, geometry, and fragment shaders using GLSL 4.x0.

Does the book include exercises and code examples?

Yes. The listing notes expanded examples and exercises, and says sample source code is available for many examples.

Is this a current guide to the latest graphics APIs?

The described material is based on OpenGL 4.x and GLSL 4.x0, and the book was published in 2011. Check that those versions suit your intended work.

Graphics Shaders: Theory and Practice, Second Edition · photo 3
Additional product photo 3

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