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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
Author Profile Icon David Wolff
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

Implementing two-sided shading

When rendering a mesh that is completely closed, the back faces of polygons are hidden. However, if a mesh contains holes, it might be the case that the back faces would become visible. In this case, the polygons may be shaded incorrectly due to the fact that the normal vector is pointing in the wrong direction. To properly shade those back faces, one needs to invert the normal vector and compute the lighting equations based on the inverted normal.

The following image shows a teapot with the lid removed. On the left, the Phong model is used. On the right, the Phong model is augmented with the two-sided rendering technique discussed in this recipe:

In this recipe, we'll look at an example that uses the Phong model discussed in the previous recipes, augmented with the ability to correctly shade back faces.

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