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Write a C program that implements the Blinn-Phong lighting model for a single point on a surface.
Requirements:
Phong's 1975 lighting model and its cheaper Blinn-Phong variant, used in countless GLSL and HLSL shaders, remained the default real-time lighting technique for three decades before physically based rendering (PBR) took over in titles like DOOM 2016. Even PBR renderers still use the same N dot L diffuse term and specular highlight structure introduced here.