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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 multiple positional lights


When shading with multiple light sources, we need to evaluate the reflection model for each light, and sum the results to determine the total light intensity reflected by a surface location. The natural choice is to create uniform arrays to store the position and intensity of each light. We'll use an array of structures so that we can store the values for multiple lights within a single uniform variable.

The following image shows a "pig" mesh rendered with five light sources of different colors. Note the multiple specular highlights:

Getting ready

Set up your OpenGL program with the vertex position in attribute location zero, and the normal in location one.

How to do it...

To create a shader program that renders using the Blinn-Phong reflection model with multiple light sources, use the following steps:

In the vertex shader, we'll use a similar structure as in the previous recipes, except we will use an array of structures for the lights. In addition, we...

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