September 2018
Intermediate to advanced
472 pages
15h 36m
English
To create a shader program that discards fragments based on a square lattice (as in the preceding image):
layout (location = 0) in vec3 VertexPosition;
layout (location = 1) in vec3 VertexNormal;
layout (location = 2) in vec2 VertexTexCoord;
out vec3 FrontColor;
out vec3 BackColor;
out vec2 TexCoord;
// Other uniform variables here...
// getCamSpace and phongModel functions...
void main() {
TexCoord = VertexTexCoord;
// Get the position and normal in camera space vec3 camNorm, camPosition; getCamSpace(camNorm, camPosition); FrontColor = phongModel( camPosition, eyeNorm ); BackColor = phongModel( camPosition, -eyeNorm ); gl_Position = MVP ...Read now
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