fixed shader route in shapes demo:

- small bug in gl_frustum implementation in matrix lib, element (4,4)
  should be 0
- default OpenGL ambient color is (.2, .2, .2, 1.), not black
little bit of formatting


git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@1388 7f0cb862-5218-0410-a997-914c9d46530a
This commit is contained in:
dcnieho 2012-08-13 04:59:48 +00:00
parent b76e745afc
commit eae233fe6e
2 changed files with 5 additions and 4 deletions

View File

@ -160,6 +160,7 @@ void gl_frustum(float left, float right, float bottom, float top, float near, fl
mat[10] = c; mat[10] = c;
mat[11] = -1.f; mat[11] = -1.f;
mat[14] = d; mat[14] = d;
mat[15] = 0;
gl_mult_matrixf(mat); gl_mult_matrixf(mat);
} }

View File

@ -190,13 +190,13 @@ const ourGLchar *fragmentShaderSource[] = {
"};", "};",
"lightSource light0 = lightSource(", "lightSource light0 = lightSource(",
" vec4(2.0, 5.0, 5.0, 0.0),", " vec4(2.0, 5.0, 5.0, 0.0),",
" vec4(1.0, 1.0, 1.0, 1.0),", " vec4(1.0, 1.0, 1.0, 1.0),",
" vec4(1.0, 1.0, 1.0, 1.0),", " vec4(1.0, 1.0, 1.0, 1.0),",
" 0.0, 1.0, 0.0,", " 0.0, 1.0, 0.0,",
" 180.0, 0.0,", " 180.0, 0.0,",
" vec3(0.0, 0.0, 0.0)", " vec3(0.0, 0.0, 0.0)",
");", ");",
"vec4 scene_ambient = vec4(0.0, 0.0, 0.0, 1.0);", "vec4 scene_ambient = vec4(0.2, 0.2, 0.2, 1.0);",
" ", " ",
"struct material", "struct material",
"{", "{",