shapes demo: material color now set to red in shader, ambient light off again. looks
authorDiederick Niehorster <dcnieho@gmail.com>
Mon, 13 Aug 2012 02:57:30 +0000 (02:57 +0000)
committerDiederick 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

index 2ed6fc9..7326914 100644 (file)
@@ -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",
     ");",