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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

Shading with a directional light source


A core component of a shading equation is the vector that points from the surface location toward the light source (s, in previous examples). For lights that are extremely far away, there is very little variation in this vector over the surface of an object. In fact, for very distant light sources, the vector is essentially the same for all points on a surface (another way of thinking about this is that the light rays are nearly parallel). Such a model would be appropriate for a distant, but powerful, light source such as the sun. Such a light source is commonly called a directional light source because it does not have a specific position, only a direction.

 

Note

Of course, we are ignoring the fact that, in reality, the intensity of the light decreases with the square of the distance from the source. However, it is not uncommon to ignore this aspect for directional light sources.

If we are using a directional light source, the direction toward the source...

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