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@ -365,6 +365,7 @@ namespace NL3D
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ss << "uniform vec4 light" << i << "ColDiff;" << std::endl;
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ss << "uniform vec4 light" << i << "ColDiff;" << std::endl;
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ss << "uniform vec4 light" << i << "ColAmb;" << std::endl;
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ss << "uniform vec4 light" << i << "ColAmb;" << std::endl;
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ss << "uniform vec4 light" << i << "ColSpec;" << std::endl;
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ss << "uniform vec4 light" << i << "ColSpec;" << std::endl;
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ss << "uniform float light" << i << "Shininess;" << std::endl;
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break;
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break;
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}
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}
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}
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}
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@ -442,7 +443,7 @@ namespace NL3D
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//ss << "float angle = dot( normal3, reflection );" << std::endl;
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//ss << "float angle = dot( normal3, reflection );" << std::endl;
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ss << "float angle = dot( normal3, halfVector );" << std::endl;
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ss << "float angle = dot( normal3, halfVector );" << std::endl;
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ss << "angle = max( 0.0, angle );" << std::endl;
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ss << "angle = max( 0.0, angle );" << std::endl;
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ss << "float si = pow( angle, 128.0 );" << std::endl;
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ss << "float si = pow( angle, light" << num << "Shininess );" << std::endl;
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ss << "return si;" << std::endl;
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ss << "return si;" << std::endl;
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ss << "}" << std::endl;
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ss << "}" << std::endl;
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ss << std::endl;
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ss << std::endl;
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