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Diffuse Shading - Vulkan Game Engine Tutorial 18

In this tutorial we implement a diffuse lighting model with a constant ambient light term in the vertex shader. This colors the vase object by calculating the intensity of light for each vertex based on how directly the surface at the point faces the incoming light. We use a directional light source, which means the same direction is used for every vertex. This simulates a light source that is infinitely far away, with all incoming light rays being parallel. A real world example of this would be sunlight, since due to its extreme distance, incoming light rays can be treated as parallel. 00:00 - Intro to the Diffuse lighting model 02:44 - Fixing loadModel default color 03:29 - Update getAttributeDescriptions() 05:00 - Updating the vertex shader 06:56 - Directional lighting 07:36 - Calculating light intensity 10:05 - Indirect illumination and ambient lighting 12:20 - Smooth vs Flat shading 13:19 - Exporting from blender 14:20 - How to properly transform normals 16:24 - Constructing a normal matrix 19:42 - How to pass a mat3 to a shader ** View File Changes ** https://github.com/blurrypiano/littleVulkanEngine/commit/8af749ded9c280da08a05a5f06f8df477c4e17b6 ** View Tutorial Github ** https://github.com/blurrypiano/littleVulkanEngine/tree/master/littleVulkanEngine/tutorial18 ** View playlist ** https://www.youtube.com/watch?v=Y9U9IE0gVHA&list=PL8327DO66nu9qYVKLDmdLW_84-yE4auCR&ab_channel=BrendanGalea ** Video Resources ** https://github.com/blurrypiano/littleVulkanEngine/tree/master/littleVulkanEngine/tutorial18/README.md ** Some other resources ** Join the discord: https://discord.gg/CUQkuKsszr My github for this series - https://github.com/blurrypiano/littleVulkanEngine Official vulkan samples - https://github.com/KhronosGroup/Vulkan-Samples “Vulkan and the Vulkan logo are registered trademarks of the Khronos Group Inc.”

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