Win32 application, that uses Direct3D to draw a box 3d model with the Phong lighting on the separate texture. After that the texture is doubled with the blur effect. At last, both textures are rendered on the screen, alpha blended using opacity mask.
CPU forward/deferred rasterizer with depth-buffering, texture mapping, normal mapping and blinn-phong shading implemented in C++
Implemented Phong lighting in OpenGL to compare it with the ordinary model. Used Stanford's bunny to compare models.
In this project, I wrote shaders that implement Blinn-Phong lighting as well as add the necessary uniforms and attributes to make the shaders work properly.