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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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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

Using the halfway vector for improved performance


As covered in the recipe Implementing per-vertex ambient, diffuse, and specular (ADS) shading in Chapter 2, the specular term in the ADS shading equation involves the dot product of the vector of pure reflection (r), and the direction towards the viewer (v).

In order to evaluate the above equation, we need to find the vector of pure reflection (r), which is the reflection of the vector towards the light source (s) about the normal vector (n).

Note

This equation is implemented by the GLSL function: reflect.

The above equation requires a dot product, an addition, and a couple of multiplication operations. We can gain a slight improvement in the efficiency of the specular calculation by making use of the following observation. When v is aligned with r, the normal vector (n) must be halfway between v and s.

Let's define the halfway vector (h) as the vector that is halfway between v and s, where h is normalized after the addition:

The following picture...

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