Question: Compose a scene (MUST USE GLSL) that includes ray tracing to spheres & implement the specular component of Phong reflection based on the following(starter) ray
Compose a scene (MUST USE GLSL) that includes ray tracing to spheres & implement the specular component of Phong reflection based on the following(starter)
- ray trace to two or more spheres, perhaps create an interesting character.
- create other sorts of natural materials using the noise-based procedural texture.
- can add multiple light sources.
- can add a sky gradient.

uniform float uTime; // TIME, IN SECONDS // RAY TRACE TO ALL OBJECTS IN THE SCENE varying vec3 Pos; // -1 0. ) { float t = -B - sqrt(D); void main() { // IF RAY HITS SPHERE // WHERE, FOR YOUR HOMEWORK, YOU CAN WRITE ANY W/ CODE YOU LIKDEFINE A COLOR FOR THIS FRAGMENT. if (t > 0. && t 0. ) { float t = -B - sqrt(D); void main() { // IF RAY HITS SPHERE // WHERE, FOR YOUR HOMEWORK, YOU CAN WRITE ANY W/ CODE YOU LIKDEFINE A COLOR FOR THIS FRAGMENT. if (t > 0. && t
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