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Real-Time 3D Graphics with WebGL 2

You're reading from   Real-Time 3D Graphics with WebGL 2 Build interactive 3D applications with JavaScript and WebGL 2 (OpenGL ES 3.0)

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Product type Paperback
Published in Oct 2018
Publisher Packt
ISBN-13 9781788629690
Length 500 pages
Edition 2nd Edition
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Authors (2):
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Farhad Ghayour Farhad Ghayour
Author Profile Icon Farhad Ghayour
Farhad Ghayour
Diego Cantor Diego Cantor
Author Profile Icon Diego Cantor
Diego Cantor
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Table of Contents (14) Chapters Close

Preface 1. Getting Started FREE CHAPTER 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 fragment–the 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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