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OpenGL 4 Shading Language Cookbook, Second Edition

You're reading from   OpenGL 4 Shading Language Cookbook, Second Edition Acquiring the skills of OpenGL Shading Language is so much easier with this cookbook. You'll be creating graphics rather than learning theory, gaining a high level of capability in modern 3D programming along the way.

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781782167020
Length 394 pages
Edition 2nd 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 (12) Chapters Close

Preface 1. Getting Started with GLSL FREE CHAPTER 2. The Basics of GLSL Shaders 3. Lighting, Shading, and Optimization 4. Using Textures 5. Image Processing and Screen Space Techniques 6. Using Geometry and Tessellation Shaders 7. Shadows 8. Using Noise in Shaders 9. Particle Systems and Animation 10. Using Compute Shaders Index

Using the halfway vector for improved performance


As covered in the Implementing per-vertex ambient, diffuse, and specular (ADS) shading recipe in Chapter 2, The Basics of GLSL Shaders, 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...

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