GL3 Shaders | 06: Moving the Calculation from the Vertex to the Fragment Shader

Hi dear Patrons, 

I have not forgotten the GL3 shaders tutorials, in fact here is the sixth episode! 

In this one we move the light calculation from the vertex shader to the fragment shader.
In this way we get a smoother result, since every pixel calculates its own interaction with light, based on interpolated normals and vertex positions. 

Hope you find this interesting, in the next video we will see how to include multiple lights sources in the algorithm.

See you soon! 

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