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		<title>Modified lambert in webgl</title>
		<link>https://www.numb3r23.net/2015/08/04/modified-lambert-in-webgl/</link>
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		<pubDate>Tue, 04 Aug 2015 18:13:58 +0000</pubDate>
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		<description><![CDATA[i wrote a little demo with a modified lambert function in webgl: You can clamp the illumination into the &#8220;brighter&#8221; colors that is expanded into the (usually unlit) back areas and thus allows you lit the whole object. The light can be toggled between a (fixed) lightsource and the camera-position. This is usefull if you (cheaply) don&#8217;t want to [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>i wrote a little demo with a modified lambert function in webgl:</p>
<div id="attachment_318" style="width: 938px" class="wp-caption alignnone"><a href="http://numb3r23.github.io/GLSLShaderLib/examples/webgl/ModifiedLambert.html"><img class="wp-image-318 size-full" src="http://www.numb3r23.net/wp-content/uploads/2015/08/Screenshot-2015-08-05-00.55.35.png" alt="Screenshot 2015-08-05 00.55.35" width="928" height="511" /></a><p class="wp-caption-text"><a href="http://numb3r23.github.io/GLSLShaderLib/examples/webgl/ModifiedLambert.html" target="_blank">http://numb3r23.github.io/GLSLShaderLib/examples/webgl/ModifiedLambert.html</a></p></div>
<p>You can clamp the illumination into the &#8220;brighter&#8221; colors that is expanded into the (usually unlit) back areas and thus allows you lit the whole object. The light can be toggled between a (fixed) lightsource and the camera-position. This is usefull if you (cheaply) don&#8217;t want to show &#8220;dark parts&#8221; of 3d-models while still showing the structure. It can be further tweaked (not implemented yet!) by adding gamma or a two-tone mapping.</p>
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