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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

Implementing the Shaders

With our shaders, we will implement Phong shading and the Phong reflection model. Remember that Phong shading interpolates vertex normals and creates a normal for every fragmentthe processing happens in the fragment shader. The Phong reflection model describes illumination as the addition of ambient, diffuse, and specular interaction of the object with the light sources.

To be consistent with the Material Template Library (MTL) format, we’ll follow some typical conventions to set out uniform names that refer to material properties:

Material Uniform

Description
uKa Ambient property.
uKd Diffuse property.
uKs Specular property.
uNi Optical density. We will not use this feature, but you will see it in the MTL file.
uNs Specular exponent. A high exponent results in a tight, concentrated highlight. Ns values normally range from...
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