title: How to do ray tracing in modern OpenGL?
body: <p>So I'm at a point that I should begin lighting my flatly colored models. The test application is a test case for the implementation of only latest methods so I realized that ideally it should be implementing ray tracing (since theoretically, it might be ideal for real time graphics in a few years).</p>
  
  <p>But where do I start?</p>
  
  <p>Assume I have never done lighting in old OpenGL, so I would be going directly to non-deprecated methods.</p>
  
  <p>The application has currently properly set up vertex buffer objects, vertex, normal and color input and it correctly draws and transforms models in space, in a flat color.</p>
  
  <p>Is there a source of information that would take one from flat colored vertices to all that is needed for a proper end result via GLSL? Ideally with any other additional lighting methods that might be required to complement it.</p>