This line,
+= gl_FrontMaterial.specular
* gl_LightSource[0].specular
* pow(NdotHV, (gl_FrontMaterial.shininess/128.0));
Where is NdotHV, being set? Its defined as a float, but never set to
a value, which means it is probably defaulting to 0, and therefor
setting the result of the line above to 0, so you are not adding any
contribution? I assume this is (by the variable name) the dot product
of the half vector (float) as it is defined, but it is never being
calculated. Is that the issue?
I added this line:
NdotHV = dot(halfV, n);
just above the the first quoted line, and all seems to work here..
On May 27, 2008, at 12:01 PM, Alex Drinkwater wrote:
I'm trying to implement a really basic Phong Directional GLSL shader
inside a Lighting environment patch, and have been having problems
getting the specular contribution to work.
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