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Real-Time 3D Graphics with WebGL 2 - Second Edition

You're reading from  Real-Time 3D Graphics with WebGL 2 - Second Edition

Product type Book
Published in Oct 2018
Publisher Packt
ISBN-13 9781788629690
Pages 500 pages
Edition 2nd Edition
Languages
Authors (2):
Farhad Ghayour Farhad Ghayour
Profile icon Farhad Ghayour
Diego Cantor Diego Cantor
Profile icon Diego Cantor
View More author details
Toc

Table of Contents (14) Chapters close

Preface 1. Getting Started 2. Rendering 3. Lights 4. Cameras 5. Animations 6. Colors, Depth Testing, and Alpha Blending 7. Textures 8. Picking 9. Putting It All Together 10. Advanced Techniques 11. WebGL 2 Highlights 12. Journey Ahead 13. Other Books You May Enjoy

More on Lights: Positional Lights

Before finishing this chapter, let's revisit the topic of lights. So far, for the purpose of our examples, we’ve assumed that our light source is infinitely far away from the scene. This assumption allows us to model the light rays as being parallel to each other. An example of this is sunlight. These lights are directional lights. Now, we are going to consider a case where the light source is relatively close to the object it needs to illuminate. Think, for example, of a desk lamp illuminating the document you’re reading. These lights are positional lights:

As we experienced before, when working with directional lights, only one variable is required. This is the light direction we represented in the uLightDirection uniform.

In contrast, when working with positional lights, we need to know the location of the light. We can...

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