Camera
Rotate

Materials

Ambient

Specular

Shine

20

FPS: 60


The way i made this worksheet made it so it would be extra work
to seperate all the steps i chose to just ignore that and just fully merge all subtasks into 1


All vertex normals have been obtained through the OBJ loader step and assigned as an attibute in the vertex shader.
This vertex normal gets passed into the fragment shader on a per pixel basis for a smooth interpolation of this surface normal.
This resulting surface normal is then used in the Phong illumination model from previous tasks to create a smooth shading.