07 Surfaces and light
Highlights: the view joins in
Diffuse only looks at the light; a highlight also depends on where you look from. Turn the sphere and compare.
2256
01
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Exercise
Runs once per pixelDrag numbers, or edit the code
JS side
gl.uniformMatrix4fv(uModel, …) // rotation -0.35 / 0.10Highlights depend on the view: H is halfway between light and view, and the closer N is to H the brighter; a larger exponent makes a smaller, sharper spot.
Try it
- Raise shininess from 8 to 128
- Turn the sphere: does the highlight move?