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#ActualShawn619

Posted 30 April 2013 - 03:09 PM

Oh ok, if the shader effectively "cuts off" fixed-function communication, then will

 

GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};
glLightfv(GL_LIGHT2, GL_SPECULAR, specular);

still be passed into the shader, so I can access it like so:

 

gl_LightSource[2].specular

?


#1Shawn619

Posted 30 April 2013 - 03:09 PM

Oh ok, if the shader effectively "cuts off" communication, then will

GLfloat specular[] = {1.0, 1.0, 1.0, 1.0};
glLightfv(GL_LIGHT2, GL_SPECULAR, specular);

still be passed into the shader, so I can access it like so:

gl_LightSource[2].specular

?


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