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Cardboard VR Projects for Android

You're reading from   Cardboard VR Projects for Android Develop mobile virtual reality apps using the native Google Cardboard SDK for Android

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Product type Paperback
Published in May 2016
Publisher
ISBN-13 9781785887871
Length 386 pages
Edition 1st Edition
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Authors (2):
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Jonathan Linowes Jonathan Linowes
Author Profile Icon Jonathan Linowes
Jonathan Linowes
Matt Schoen Matt Schoen
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Matt Schoen
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Toc

Table of Contents (11) Chapters Close

Preface 1. Virtual Reality for Everyone FREE CHAPTER 2. The Skeleton Cardboard Project 3. Cardboard Box 4. Launcher Lobby 5. RenderBox Engine 6. Solar System 7. 360-Degree Gallery 8. 3D Model Viewer 9. Music Visualizer Index

Lighting and shading


We need to introduce a light source into the scene and provide a shader that will use it. For this, the cube needs additional data, defining normal vectors and colors at each vertex.

Note

Vertex colors aren't always required for shading, but in our case, the gradient is very subtle, and the different color faces will help you distinguish the edges of the cube. We will also be doing shading calculations in the vertex shader, which is a faster way to do it (there are fewer vertices than raster pixels), but works less well for smooth objects, such as spheres. To do vertex lighting, you need vertex colors in the pipeline, so it also makes sense to do something with those colors. In this case, we choose a different color per face of the cube. Later in this book, you will see an example of per-pixel lighting and the difference it makes.

We'll now build the app to handle our lighted cube. We'll do this by performing the following steps:

  • Write and compile a new shader for lighting...

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