How can I create a shader that will reproduce this lighting effect on terrain?



Notice the way in which the major light source in each image reflects off the ground, as a function of the distance between the light source and the viewer (?).Is this a (bumped) specular map? The effect is seen all over in World of Warcraft; I specifically remember it on the snow in Dun Morogh, and on the shores of Darrowmere lake. Looking directly toward the sun is required. The effect is also commonly on the surface of water in RL and in CG. Specifically, I want to build the effect wher

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The Orange book, section 16.2, lists implementing diffuse lighting as:


void main()
{
vec3 N = normalize(gl_NormalMatrix * gl_Normal);
vec4 V = gl_ModelViewMatrix * gl_vertex;
vec3 L = normalize(lightPos - V.xyz);
gl_FrontColor = gl_Color * vec4(max(0.0, dot(N, L));
}

However, when I run this, the lighting changes when I move my camera.
On the other hand, when I change


vec3 N = normalize(gl_NormalMatrix * gl_Normal);

to
vec3 N = normalize(gl_Normal);


I get diffuse lighting that works like the fixed pipe

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float4 vecLightDir = normalize(float4(1.0f, 1.0f, 1.0f,0.0f));
float4x4 worldViewProj : WORLDVIEWPROJECTION;
float4x4 matWorld : WORLD;
struct VS_IN
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fl
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How can I create a shader that will reproduce this lighting effect on terrain?
Game Development
Notice the way in which the major light source in each image reflects off the ground, as a function of the distance between the light source and the viewer (?).Is this a (bumped) specular map? The effect is seen all over in World of Warcraft; I specifically remember it on the snow in Dun Morogh, and on the shores of Darrowmere lake. Looking directly toward the sun is required. The effect is also commonly on the surface of water in RL and in CG. Specifically, I want to build the effect wher

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