I'm quite familiar with OpenGL 3.3 through the help of the OpenGL Super Bible(5). I found it to be a great book to learn the core API. However, it only gets around to some very basic usage of shaders.
The next step seems to be to learn more tricks to put into the shader pipeline, but I can't find much beyond what's already covered in the Super Bible. This includes some basic lighting, texture sampling and post effects like blurring and glow.
The orange book seems a bit outdated, using version 1.4 of GLSL. Is it still relevant despite its age? Does it cover anything regarding the geometry shader's uses, and how much would I be "missing out" on from the 3.30 GLSL?
I'd rather avoid reading about or using deprecated parts of GLSL and I'd prefer answers to focus on 3.3 GLSL, unless it's easily translated into later versions.
I'm looking for guides, tutorials and code snippets, on the web or in book form.