While the Cardboard Java SDK and OpenGL ES are powerful and robust libraries for mobile VR applications, they're pretty low level. Software development best practices expect that we abstract common programming patterns into new classes and data structures. In Chapter 3, Cardboard Box, we got some hands-on experience with the nitty gritty details. This time, we're revisiting those details while abstracting them into a reusable library that we'll call RenderBox. There'll be vector math, materials, lighting, and more, all rolled up into a neat little package.
In this chapter, you will learn to:
Materialclass with shaders