//don't know if this is really the right place to set the lighting
//add ambient light
- GLfloat ambientcolor[] = { 0.5f, 0.5f, 0.5f, 1.0f };
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientcolor);
+ //GLfloat ambientcolor[] = { 0.5f, 0.5f, 0.5f, 1.0f };
+ //glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientcolor);
//add positioned light
- GLfloat lightcolor0[] = { 1.5f, 1.5f, 1.5f, 1.0f };
- GLfloat lightposition0[] = { 1.0f, 1.0f, 1.0f, 1.0f };
- glLightfv(GL_LIGHT0, GL_DIFFUSE, lightcolor0);
- glLightfv(GL_LIGHT0, GL_POSITION, lightposition0);
+ //GLfloat lightcolor0[] = { 1.5f, 1.5f, 1.5f, 1.0f };
+ //GLfloat lightposition0[] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ //glLightfv(GL_LIGHT0, GL_DIFFUSE, lightcolor0);
+ //glLightfv(GL_LIGHT0, GL_POSITION, lightposition0);
}
//for every directional light source define Direction and SpecularCos
//everything else is in the Fragment Shader
- vec3 PointLightPosition1 = vec3(0.0f, 0.0f, 0.0f);
+ vec3 PointLightPosition1 = vec3(0.0f, 5.0f, 0.0f);
vec3 DirectionalLightDirection1 = normalize(vec3(-2.0f, -2.0f, -2.0f));