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OpenGL 4 Shading Language Cookbook

You're reading from   OpenGL 4 Shading Language Cookbook Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17

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Product type Paperback
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Length 472 pages
Edition 3rd Edition
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Authors (2):
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David A Wolff David A Wolff
Author Profile Icon David A Wolff
David A Wolff
David Wolff David Wolff
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David Wolff
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Table of Contents (13) Chapters Close

Preface 1. Getting Started with GLSL FREE CHAPTER 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 12. Other Books You May Enjoy

Shading with a directional light source


A core component of a shading equation is the vector that points from the surface location toward the light source (s, in previous examples). For lights that are extremely far away, there is very little variation in this vector over the surface of an object. In fact, for very distant light sources, the vector is essentially the same for all points on a surface (another way of thinking about this is that the light rays are nearly parallel). Such a model would be appropriate for a distant, but powerful, light source such as the sun. Such a light source is commonly called a directional light source because it does not have a specific position, only a direction.

 

Note

Of course, we are ignoring the fact that, in reality, the intensity of the light decreases with the square of the distance from the source. However, it is not uncommon to ignore this aspect for directional light sources.

If we are using a directional light source, the direction toward the source...

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