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OpenGL 4 Shading Language Cookbook

You're reading from   OpenGL 4 Shading Language Cookbook Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17

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Product type Paperback
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Length 472 pages
Edition 3rd 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
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David Wolff
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Table of Contents (13) Chapters Close

Preface 1. Getting Started with GLSL FREE CHAPTER 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 12. Other Books You May Enjoy

The Blinn-Phong reflection model

As covered in the Implementing the Phong reflection model recipe in Chapter 3, The Basics of GLSL Shaders, the specular term in the equation involves the dot product of the vector of pure reflection (r), and the direction toward the viewer (v):

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

This equation is implemented using the GLSL function reflect.

We can avoid calculating r 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 diagram shows the relative positions of...

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