Specular Light: Per Vertex
Vertex Shader Processes Lighting
Swipe to Spin the Shaded Cube
View this simplified example of a specular light on a cube. The vertex shader calculates lighting. The cube is mapped with a solid color blue. Lighting helps define the shape of the cube. Light location, light color, and ambient color are all declared with constants in the vertex shader, to keep this example simple.
As the cube rotates and moves, both a model matrix and a normal matrix are uploaded. The vertex shader uses the normal attributes and normal matrix to compute lighting per frame.
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