This is a component-wise vector addition. Notice that the final color of a pixel is simply the sum of the ambient,ĭiffuse and specular calculations. We take a percentage of the diffuse color instead of the face’s color. This is the same idea we used in lesson 9.3, but this time We want the effect of light to gradually decrease as the angle grows. As the viewer starts moving away from 'R' the angle grows larger. In that case 'V' is identical to 'R' and the angle is zero. The specular_color is combined with a percentage of the surface’sĭiffuse color. The idea behind specular light is that the strength of the reflected light is going to be at its maximum along the vector 'R'. The calculated vector to_light is used for both the diffuseĬalculation and to calculate the reflection vector. Vertex Shader precision mediump int precision mediump float // Scene transformations uniform mat4 u_PVM_transform // Projection, view, model transform uniform mat4 u_VM_transform // View, model transform // Light model uniform vec3 u_Light_position uniform vec3 u_Light_color uniform float u_Shininess uniform vec3 u_Ambient_color // Original model data attribute vec3 a_Vertex attribute vec3 a_Color attribute vec3 a_Vertex_normal // Data (to be interpolated) that is passed on to the fragment shader varying vec3 v_Vertex varying vec4 v_Color varying vec3 v_Normal void main () The sum of the ambient, diffuse, and specular calculations. If the light source does reflect into the camera, the colors are based on.If the light source does not reflect into the camera, the colors areīased on the sum of the ambient and diffuse calculations.If no direct light is shining on a face, the face’s color is based solely.Observe the following characteristics of combining ambient, diffuse, That amplifies the appearance of texturelike wrinkles, pores and blemishes. Open this webgl program in a new tab or windowĪs you experiment with the demonstration program, please make sure you Specular light sources are trickier to get right because they can be so unflattering on skin if they’re positioned toward the side at an angle that rakes across the face. Please use a browser that supports "canvas" Used to render the model using ambient, diffuse, and specular The right canvas shows the scene from the camera's vantage point with the light source The left canvas shows the relative location of the light source, the camera, Manipulate the properties of a light source and a camera.
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