#endif // USE_CUBEMAP
vec3 ambient = gl_LightModel.ambient.rgb * KD;
- gl_FragColor.rgb = ambient + diffuse + specular;
+ gl_FragColor.rgb = ambient + diffuse;// + specular;
#ifdef USE_TEXMAP
gl_FragColor.a = gl_FrontMaterial.diffuse.a * texel.a;
#else
{
static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
- //set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
- //set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
+ set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
+ set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
mscn->draw();
if(show_blobs) {
static void prebake_shaders()
{
- /*
unsigned int prog;
uber_clear();
}
uber_clear();
- */
}