"World Space Lighting" Uniforms
Favorite This Shader

World Space Lighting

Compose Edit source


A shader program that renders an object with local lights (as opposed to lights that are infinitely far away). This shader program builds on our previous shader, https://shaderfrog.com/app/view/3153. In this shader, we change our light from being defined as a direction to a position in world space. To calculate the direction from a point to this light, we need to track our position in world space for each fragment as well. Then in our fragment shader, we calculate the direction to the light by subtracting the world position from the light position. It is very important to normalize this result. If you take out the normalize() call, the strength of the light will be multiplied by the distance to the light. Created for Computer Graphics 4620, a course offered at the University of Nebraska at Omaha. @bricksphd


This shader has no tags.


No comments

Add a comment

Markdown is supported in comments. Learn more.
Please respect our Code of Conduct! Be cool like Snoop Shady Frog.