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OpenGL 4.0 Shading Language Cookbook

You're reading from   OpenGL 4.0 Shading Language Cookbook With over 60 recipes, this Cookbook will teach you both the elementary and finer points of the OpenGL Shading Language, and get you familiar with the specific features of GLSL 4.0. A totally practical, hands-on guide.

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Product type Paperback
Published in Jul 2011
Publisher Packt
ISBN-13 9781849514767
Length 340 pages
Edition 1st Edition
Tools
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Toc

Table of Contents (16) Chapters Close

OpenGL 4.0 Shading Language Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with GLSL 4.0 FREE CHAPTER 2. The Basics of GLSL Shaders 3. Lighting, Shading Effects, and Optimizations 4. Using Textures 5. Image Processing and Screen Space Techniques 6. Using Geometry and Tessellation Shaders 7. Shadows 8. Using Noise in Shaders 9. Animation and Particles Index

Shading with multiple positional lights


When shading with multiple light sources, we need to evaluate the shading equation for each light and sum the results to determine the total light intensity reflected by a surface location. The natural choice is to create uniform arrays to store the position and intensity of each light. We'll use an array of structures so that we can store the values for multiple lights within a single uniform variable.

The following image shows a "pig" mesh rendered with 5 light sources of different colors. Note the multiple specular highlights.

Getting ready

Set up your OpenGL program with the vertex position in attribute location zero, and the normal in location one.

How to do it...

To create a shader program that renders using the ADS (Phong) shading model with multiple light sources, use the following steps:

  1. Use the following vertex shader:

    #version 400
    
    layout (location = 0) in vec3 VertexPosition;
    layout (location = 1) in vec3 VertexNormal;
    
    out vec3 Color;
    
    struct...
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