<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Johann Heinrich Lambert on Learn OpenGL ES</title><link>https://www.learnopengles.com/tag/johann-heinrich-lambert/</link><description>Recent content in Johann Heinrich Lambert on Learn OpenGL ES</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Wed, 28 Jul 2021 19:21:45 +0000</lastBuildDate><atom:link href="https://www.learnopengles.com/tag/johann-heinrich-lambert/index.xml" rel="self" type="application/rss+xml"/><item><title>Android Lesson Two: Ambient and Diffuse Lighting</title><link>https://www.learnopengles.com/android-lesson-two-ambient-and-diffuse-lighting/</link><pubDate>Wed, 15 Jun 2011 01:20:04 +0000</pubDate><guid>https://www.learnopengles.com/android-lesson-two-ambient-and-diffuse-lighting/</guid><description>Welcome to the second tutorial for Android. In this lesson, we’re going to learn how to implement Lambertian reflectance using shaders, otherwise known as your standard diffuse lighting. In OpenGL ES 2, we need to implement our own lighting algorithms, so we will learn how the math works and how we can apply it to …</description></item></channel></rss>