Simple lambertian and phong shader algorithms implemented with C++ and OpenGL (specifically GLSL). In addition to implementing this algorithm, I also modeled a pair of headphones in Maya with a low-poly coarse mesh to subdivide. Resource referenced. Run the project and many others here (contact me for access to the github repository).
Lambertian shader featuring a park at night that I modeled in Maya.
Color cut-out version of the lambertian shader.
Phong shader featuring a pair of headphones that I modeled in Maya.