O'Reilly logo

OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 4.3, Eighth Edition by Bill M. Licea-Kane, John M. Kessenich, Graham Sellers, Dave Shreiner

Stay ahead with the world's most comprehensive technology and business learning platform.

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, tutorials, and more.

Start Free Trial

No credit card required

Multiple Lights and Materials

Typically, a scene has many light sources and many surface materials. Normally, you shade one material at a time, but many lights will light that material. We’ll show a shading model where each invocation of the shader selects a material and then applies all of, or a subset of, the lights to light it.

Multiple Lights

Normally, we need to light with multiple lights, while we’ve been writing example shaders for just one. A scene might have a street light, a flashlight, and the moon, for example, with each surface fragment getting a share of light from all three. You’d likely model these three lights as a point light, a spotlight, and a directional light, respectively, and have a single shader invocation perform all ...

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, interactive tutorials, and more.

Start Free Trial

No credit card required