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Per LearnOpenGL (Lighting), the BLINN-PHONG specular highlight uses which vector instead of the reflection vector?
AAverage of surface normal and L
BCross product of L and V vectors
CCross product of N and V vectors
DHalfway vector H = normalize(L + V)
Answer & Solution
Correct answer: D. Halfway vector H = normalize(L + V)
LearnOpenGL Advanced Lighting: H = normalize(L + V); spec = pow(max(dot(N,H), 0), shininess). More energy-conserving than Phong R·V.
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