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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

Shading with multiple positional lights


When shading with multiple light sources, we need to evaluate the reflection model 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 five 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 Blinn-Phong reflection model with multiple light sources, use the following steps:

In the vertex shader, we'll use a similar structure as in the previous recipes, except we will use an array of structures for the lights. In addition, we...

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