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OpenGL ES 2 for Android by Kevin Brothaler

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A Review

We covered a lot of material in this chapter, learning all about ambient lighting, directional lights, and point lights, and we also learned how to implement diffuse reflection with Lambertian reflectance. These lighting equations can go a long way in helping us come up with games and live wallpapers that look quite neat.

The framework that we’ve put in place here can also be used to expand into more complicated types of lighting, such as specular reflection. As the calculations get more involved, we’ll generally build on what we did before, just as point lighting built on what we did for directional lighting.

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