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OpenGL 4 Shading Language Cookbook - Third Edition

You're reading from  OpenGL 4 Shading Language Cookbook - Third Edition

Product type Book
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Pages 472 pages
Edition 3rd Edition
Languages
Author (1):
David Wolff David Wolff
Profile icon David Wolff
Toc

Table of Contents (17) Chapters close

Title Page
Packt Upsell
Contributors
Preface
1. Getting Started with GLSL 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 1. Other Books You May Enjoy Index

Implementing the Phong reflection model


In this recipe, we'll implement the well-known Phong reflection model. The OpenGL fixed-function pipeline's default shading technique was very similar to the one presented here.  It models the light-surface interaction as a combination of three components: ambient, diffuse, and specular. The ambient component is intended to model light that has been reflected so many times that it appears to be emanating uniformly from all directions. The diffuse component was discussed in the previous recipe, and represents omnidirectional reflection. The specular component models the shininess of the surface and represents glossy reflection around a preferred direction. Combining these three components together can model a nice (but limited) variety of surface types. This shading model is called the Phong reflection model (or Phong shading model), after graphics researcher Bui Tuong Phong.

An example of a torus rendered with the Phong shading model is shown in the...

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