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shapes demo: material color now set to red in shader, ambient light off again. looks
author
Diederick Niehorster
<dcnieho@gmail.com>
Mon, 13 Aug 2012 02:57:30 +0000
(
02:57
+0000)
committer
Diederick Niehorster
<dcnieho@gmail.com>
Mon, 13 Aug 2012 02:57:30 +0000
(
02:57
+0000)
better now that i understand light a bit better
git-svn-id: svn+ssh://svn.code.sf.net/p/freeglut/code/trunk/freeglut/freeglut@1387
7f0cb862
-5218-0410-a997-
914c9d46530a
progs/demos/shapes/shapes.c
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diff --git
a/progs/demos/shapes/shapes.c
b/progs/demos/shapes/shapes.c
index
2ed6fc9
..
7326914
100644
(file)
--- a/
progs/demos/shapes/shapes.c
+++ b/
progs/demos/shapes/shapes.c
@@
-196,7
+196,7
@@
const ourGLchar *fragmentShaderSource[] = {
" 180.0, 0.0,",
" vec3(0.0, 0.0, 0.0)",
");",
- "vec4 scene_ambient = vec4(1.0, 0.0, 0.0, 1.0);",
+ "vec4 scene_ambient = vec4(0.0, 0.0, 0.0, 1.0);",
" ",
"struct material",
"{",
@@
-206,8
+206,8
@@
const ourGLchar *fragmentShaderSource[] = {
" float shininess;",
"};",
"material frontMaterial = material(",
- " vec4(0.7, 0.7, 0.7, 1.0),",
- " vec4(0.8, 0.8, 0.8, 1.0),",
+ " vec4(1.0, 0.0, 0.0, 1.0),",
+ " vec4(1.0, 0.0, 0.0, 1.0),",
" vec4(1.0, 1.0, 1.0, 1.0),",
" 100.0",
");",