To modify the Phong reflection model to use flat shading, take the following steps:
Use the same vertex shader as in the Phong example provided earlier. Change the output variable LightIntensity as follows:
flat out vec3 LightIntensity;
Change the corresponding variable in the fragment shader to use the flat qualifier:
flat in vec3 LightIntensity;
Compile and link both shaders within the OpenGL application, and install the shader program prior to rendering.
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