Open bradley-mcfadden opened 2 years ago
Specular lighting is still not really working properly, only appears with particular lighting settings. Possibly not needed since diffuse lighting provides enough shape for the NPR rendering.
Rough rim lighting has been added instead of specular lighting, still needs improvement
It would be nice to have a light source in the scene that we can use to illuminate or darken our models. This would be helpful for when we do dithering for cell shading, as dithering discretizes gradients. Here is an article on implementing this with shaders in GL3:
https://learnopengl.com/Lighting/Basic-Lighting
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