我如何设置opengl shininess float,所以我可以在着色器程序中使用它gl_FrontMaterial.shininess
?
我试过了glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 100f);
,但亮点并没有变小,所以我猜 shinines 没有改变。
编辑: 这是我使用它的片段着色器程序:
varying vec4 varyingColor;
varying vec3 varyingNormal;
varying vec4 varyingVertex;
varying vec2 varyingTexCoord;
uniform sampler2D my_color_texture;
varying vec3 varyingEyeVec;
void main() {
vec3 vertexPosition = (gl_ModelViewMatrix * varyingVertex).xyz;
vec3 surfaceNormal = normalize((gl_NormalMatrix * varyingNormal).xyz);
vec3 lightDirection = normalize(gl_LightSource[0].position.xyz - vertexPosition);
float diffuseLightIntensity = max(0, dot(surfaceNormal, lightDirection));
gl_FragColor.rgb = diffuseLightIntensity * varyingColor.rgb;
gl_FragColor += gl_LightModel.ambient;
vec3 reflectionDirection = normalize(reflect(lightDirection, surfaceNormal));
vec3 eyeVecNormal = normalize(varyingEyeVec);
float specular = max(0.0, dot(eyeVecNormal, reflectionDirection));
if (diffuseLightIntensity != 0) {
float fspecular = pow(specular, gl_FrontMaterial.shininess)*gl_LightSource[0].specular.rgb;
gl_FragColor += fspecular;
}
gl_FragColor = texture2D(my_color_texture, varyingTexCoord)*gl_FragColor;
}