Tag Archives: Gouraud

Lighting in vertex and fragment shader

In this post, my friend Adrian Visan explained the importance of lighting in a 3D environment and the importance of all lighting model coefficients required to compute the actual light. Here I will talk about Gouraud , Phong and Blinn-Phong lighting models and a brief about multiple light sources, attenuation and gamma correction which are used to implement light…

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