Summary

In this chapter we learnt about how to complete the pipeline in order to write shader programs that effectively produce a complete and valid output.

We also learned the techniques needed to render from the most basic algorithm, a solid color, and a complete illumination model (Phong). You should be able to face any other rendering type, mixing textures with calculations to produce awesome results.

You now have the tools to build advanced effects by yourself, such as normal mapping, reflections, parallax, and post-processing.

In the next chapter we will face a different type of shader, not meant to define the final aspect to our scene but to provide more flexibility and complexity.

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