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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

Simulating a spotlight


The fixed function pipeline had the ability to define light sources as spotlights. In such a configuration, the light source was considered to be one that only radiated light within a cone, the apex of which was located at the light source. Additionally, the light was attenuated so that it was maximal along the axis of the cone and decreased toward the outside edges. This allowed us to create light sources that had a similar visual effect to a real spotlight.

The following screenshot shows a teapot and a torus rendered with a single spotlight. Note the slight decrease in the intensity of the spotlight from the center toward the outside edge:

In this recipe, we'll use a shader to implement a spotlight effect, similar to that produced by the fixed-function pipeline:

The spotlight's cone is defined by a spotlight direction (d, in the preceding image), a cutoff angle (c, in the preceding image), and a position (P, in the preceding image). The intensity of the spotlight is...

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