Thanks! I feel that the learn OpenGL tutorials focus more on teaching the graphics API itself. I try to focus on teaching the math and theory behind shaders.
Thank you very clear simple but enough detailed explanation especially graphics of the calculations are very useful thank you again for this great video
Hi. I've been trying to learn how lighting works, and I'm having a really hard time with this. I understand the base of the whole idea, but the part I'm having a hard time with is how to make it work in 2D. I was wondering if you know how to port it to two dimensions? I can't really find anything online specifically regarding 2D phong shading.
So, what I found confusing is that the vector is named lightSource... Isn't this actually the lightDirection and the lightSource is at a point infinitely far away, so that all light rays hit the scene at the same angle?
@@SuboptimalEng Thanks for your answer! I named it relativeLightPos in my exercises, because that gives me the intuition that the light is always coming from the same direction for all objects of the scene
1:23 Phong lighting _hasn’t_ been common for the past decade. The problem with Phong is that it isn’t energy preserving. Using a physically correct BRDF replaced it.
Yes more shaders! Curious, what was your roadmap for learning all this? I'm reading through the book of shaders, but once I'm off it, I feel totally lost :(
I started with the book of shaders and got stuck as well. Good to hear I’m not the only one who felt this way tbh. SimonDev’s GLSL shader course helped me learn a lot more quickly! I’ve talked about this more extensively on Twitter. And yep, I plan to make more videos on shaders 😊
If fragment shaders work on a pixel by pixel basis, does the rasterizer also give eye-direction vector values for each pixel? I can't understand how else you could pull off specular lighting.
Honestly, i think your teaching style is awesome, everything was so clear and understandable. This is awesome man!
Thanks Astrus 🫶
Tomorrow exam in real time computer graphics, thank you very much!
Good luck!
It seems the best lightning tutorial so far.
dude i have not been able to process the learnopengl tutorials on this topic, this made it so much easier to understand!
Thanks! I feel that the learn OpenGL tutorials focus more on teaching the graphics API itself. I try to focus on teaching the math and theory behind shaders.
Liked and subscribed! The most clearer explanation for this difficult topic. Super helpful. Many thanks
I made the video because I was learning phong lighting and struggled to understand it. Glad it helped!
You can use a halfway vector instead of reflect for better performance
Recently learned about this watching Cem Yuksel’s Utah course!
Exactly what I was looking for, thanks. Keep up the good work
insanely simple and straight to the point! thanks
🫡
your voice is so soothing oh my gawddd
Guess I’ll have to start an ASMR channel now jk… unless 🤔😂
@@SuboptimalEng UNLESS
Thank you very clear simple but enough detailed explanation especially graphics of the calculations are very useful thank you again for this great video
Glad you found it useful!
Thanks, I appreciate this.
awesome video. also, what theme did you use for vscode?
Thanks! I mainly use a customized version of gruvbox dark. The exact details are in my GitHub dotfiles repository.
Hi. I've been trying to learn how lighting works, and I'm having a really hard time with this. I understand the base of the whole idea, but the part I'm having a hard time with is how to make it work in 2D. I was wondering if you know how to port it to two dimensions? I can't really find anything online specifically regarding 2D phong shading.
Do you mean lighting in 2D world (e.g. for 2d games) or how to cast 3D world to 2D screen?
this is a really good video! thanks
life changing lesson :0
So, what I found confusing is that the vector is named lightSource... Isn't this actually the lightDirection and the lightSource is at a point infinitely far away, so that all light rays hit the scene at the same angle?
Yea that’s a good question. I think a better name for the variable would be direction to light source from origin.
@@SuboptimalEng Thanks for your answer! I named it relativeLightPos in my exercises, because that gives me the intuition that the light is always coming from the same direction for all objects of the scene
@@janreinsch9725 That's great to hear! Happy to help a fellow graphics enthusiast.
@@SuboptimalEng Thank you for these tutorials!
1:23 Phong lighting _hasn’t_ been common for the past decade. The problem with Phong is that it isn’t energy preserving.
Using a physically correct BRDF replaced it.
Gotta learn BRDFs next 🤓
i use opegl in dev c++ gl library i guess it pre 2.0 so it dont use GLSL ...can i use phong light with 2.0 pre.version?
kind of off topic, but what theme do you use?
A customized version of gruvbox dark 😎
Yes more shaders! Curious, what was your roadmap for learning all this? I'm reading through the book of shaders, but once I'm off it, I feel totally lost :(
I started with the book of shaders and got stuck as well. Good to hear I’m not the only one who felt this way tbh.
SimonDev’s GLSL shader course helped me learn a lot more quickly! I’ve talked about this more extensively on Twitter.
And yep, I plan to make more videos on shaders 😊
If fragment shaders work on a pixel by pixel basis, does the rasterizer also give eye-direction vector values for each pixel? I can't understand how else you could pull off specular lighting.
I fake the eye direction in the code, setting it to -1 in the Z axis.
In the fragment shader you usually pass in the eye position as a uniform.
Reading the Z Buffer you can reconstruct the fragment’s x, y, z position.
Wonderful vid!! Can you make more vida on shaders?
That’s the plan!
awesome!
There's a Monopoly Game app that has that duck, fully shaded.
Hi when I import model in three js. model load with light what should I do??
where is the duck model in the code?
The duck model is included in the VS Code extension! I made a video explaining how to set it up 🙂
Yes but not explaining how to show the duck model ......
@@SuboptimalEng
Click on the glslCanvas left most icon at bottum to change object
this is a shader being applied to the duck
what's the song? 00:00
I’ve discovered that this method was made by a Vietnamese man, and his name is Phong
Computer graphics legend.
@@SuboptimalEng btw your accent is so attractive, I would say it’s totally nothing like a typical indian accent
Ничего не понятно, но очень интересно. Это не для начинающих.