shapes demo: material color now set to red in shader, ambient light off again. looks
better now that i understand light a bit better git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@1387 7f0cb862-5218-0410-a997-914c9d46530a
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@ -196,7 +196,7 @@ const ourGLchar *fragmentShaderSource[] = {
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" 180.0, 0.0,",
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" 180.0, 0.0,",
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" vec3(0.0, 0.0, 0.0)",
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" vec3(0.0, 0.0, 0.0)",
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");",
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");",
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"vec4 scene_ambient = vec4(1.0, 0.0, 0.0, 1.0);",
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"vec4 scene_ambient = vec4(0.0, 0.0, 0.0, 1.0);",
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" ",
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" ",
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"struct material",
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"struct material",
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"{",
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"{",
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@ -206,8 +206,8 @@ const ourGLchar *fragmentShaderSource[] = {
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" float shininess;",
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" float shininess;",
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"};",
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"};",
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"material frontMaterial = material(",
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"material frontMaterial = material(",
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" vec4(0.7, 0.7, 0.7, 1.0),",
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" vec4(1.0, 0.0, 0.0, 1.0),",
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" vec4(0.8, 0.8, 0.8, 1.0),",
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" vec4(1.0, 0.0, 0.0, 1.0),",
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" vec4(1.0, 1.0, 1.0, 1.0),",
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" vec4(1.0, 1.0, 1.0, 1.0),",
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" 100.0",
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" 100.0",
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");",
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");",
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