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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

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):

Note

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 the halfway vector and the others:

We can then replace the dot product in the equation for the specular component, with the dot product of h...

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