Attachment: Lighting with GLSL Shader (gt).qtz
Description: application/quartzcomposer


It's a late hour over here and it's possible I made some small mistake… but I 
think it should be OK and do the job. 

This is a Blinn-Phong lighting in GLSL, which is the standard OpenGL pipeline 
lighting. I'm only receiving one light (what the lighting environment is set to 
right now), so to receive more light values and create the correct lighting, 
the code will need to be modified. 

The principals can obviously be used to create fancier effects.

-George Toledo

On May 10, 2013, at 12:55 AM, Achim Breidenbach <ac...@boinx.com> wrote:

> Hi George,
> 
> thanks for the infos. Do you have a sample code? How could this be applied to 
> my sample composition?
> 
> I don't have any experience with lighting calculations in shaders yet. I 
> don't want to dive deep into materials and such, but simply want to have the 
> left cube look the same way as the right cube.
> 
> Achim Breidenbach
> Boinx Software Ltd.
> 
> 
> On 10.05.2013, at 06:47, George Toledo wrote:
> 
>> The reason you don't get a lighting effect is because applying a lighting 
>> environment is equivalent to using GL_LIGHTING related methods.
>> 
>> Attaching a shader to a mesh makes the shader program produce the material. 
>> At that point, any OpenGL lighting methods no longer influence the material, 
>> but they are still valid. What one does is to reference GL_LIGHT0 through 8, 
>> and GL_DIFFUSE, etc, to receive the values into your shader as variables. 
>> 
>> That way you can have many meshes with different shaders, creating various 
>> different material effects while sending info "globally" from OpenGL 
>> lighting. You wouldn't want the stock OpenGL lighting to simply be applied 
>> on top of a shader anyway since it's per vertex. Using glsl in conjunction 
>> with the lighting environment you can get best of both worlds.
>> 
>> On May 10, 2013, at 12:29 AM, Achim Breidenbach <ac...@boinx.com> wrote:
>> 
>>> Hi list,
>>> 
>>> in the attached composition I have two cubes rendered within a Lighting 
>>> patch. The right one is rendered natively and the left one is rendered 
>>> within a GLSL Shader patch. The lighting isn't applied to the GLSL one. 
>>> 
>>> What do I have to do to apply the lighting of a Lighting patch to something 
>>> rendered within a GLSL Shader patch?
>>> 
>>> Thanks!
>>> 
>>> Achim Breidenbach
>>> Boinx Software Ltd.
>>> 
>>> <Lighting with GLSL Shader.qtz>
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