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
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@ -160,6 +160,7 @@ void gl_frustum(float left, float right, float bottom, float top, float near, fl
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mat[10] = c;
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mat[11] = -1.f;
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mat[14] = d;
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mat[15] = 0;
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gl_mult_matrixf(mat);
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}
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@ -190,13 +190,13 @@ const ourGLchar *fragmentShaderSource[] = {
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"};",
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"lightSource light0 = lightSource(",
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" vec4(2.0, 5.0, 5.0, 0.0),",
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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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" 0.0, 1.0, 0.0,",
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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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" 0.0, 1.0, 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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");",
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"vec4 scene_ambient = vec4(0.0, 0.0, 0.0, 1.0);",
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"vec4 scene_ambient = vec4(0.2, 0.2, 0.2, 1.0);",
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" ",
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"struct material",
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"{",
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