Point lights are infinitesimally small sources of light. They differ from directional lighting in two major ways: the direction to the light source will be different for each vertex and the intensity of light is attenuated based on the distance between the vertex and the light’s position.
In this tutorial we add a point light object to the global UBO and update the vertex shader to make use of this new lighting technique.
quad.obj: [ Ссылка ]
Completed Point Light series code (Draft):
[ Ссылка ]
Timestamps
00:00 - An introduction to Point lights
01:50 - Adding a global light object
02:27 - std140 and Buffer object layouts explained
05:04 - point lighting in vertex shader
07:24 - Point light attenuation
08:55 - Adding the floor
10:12 - Update for future Tutorials
** View File Changes **
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** View Tutorial Github **
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** Video Resources **
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** View playlist **
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** Some other resources **
Join the discord: [ Ссылка ]
My github for this series - [ Ссылка ]
Official vulkan samples - [ Ссылка ]
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