George, thank you for your solution, that is exactly what I am looking for! At a first glance the comparison between left and right looks pretty good. It may also be a good starting point to learn about lighting because your code doesn't look to complicated.
best, Achim Breidenbach Boinx Software Ltd. On 10.05.2013, at 07:32, George Toledo wrote: > <Lighting with GLSL Shader (gt).qtz> > > > It's a late hour over here and it's possible I made some small mistake⦠but I > think it should be OK and do the job. > > This is a Blinn-Phong lighting in GLSL, which is the standard OpenGL pipeline > lighting. I'm only receiving one light (what the lighting environment is set > to right now), so to receive more light values and create the correct > lighting, the code will need to be modified. > > The principals can obviously be used to create fancier effects. > > -George Toledo > > On May 10, 2013, at 12:55 AM, Achim Breidenbach <[email protected]> wrote: > >> Hi George, >> >> thanks for the infos. Do you have a sample code? How could this be applied >> to my sample composition? >> >> I don't have any experience with lighting calculations in shaders yet. I >> don't want to dive deep into materials and such, but simply want to have the >> left cube look the same way as the right cube. >> >> Achim Breidenbach >> Boinx Software Ltd. >> >> >> On 10.05.2013, at 06:47, George Toledo wrote: >> >>> The reason you don't get a lighting effect is because applying a lighting >>> environment is equivalent to using GL_LIGHTING related methods. >>> >>> Attaching a shader to a mesh makes the shader program produce the material. >>> At that point, any OpenGL lighting methods no longer influence the >>> material, but they are still valid. What one does is to reference GL_LIGHT0 >>> through 8, and GL_DIFFUSE, etc, to receive the values into your shader as >>> variables. >>> >>> That way you can have many meshes with different shaders, creating various >>> different material effects while sending info "globally" from OpenGL >>> lighting. You wouldn't want the stock OpenGL lighting to simply be applied >>> on top of a shader anyway since it's per vertex. Using glsl in conjunction >>> with the lighting environment you can get best of both worlds. >>> >>> On May 10, 2013, at 12:29 AM, Achim Breidenbach <[email protected]> wrote: >>> >>>> Hi list, >>>> >>>> in the attached composition I have two cubes rendered within a Lighting >>>> patch. The right one is rendered natively and the left one is rendered >>>> within a GLSL Shader patch. The lighting isn't applied to the GLSL one. >>>> >>>> What do I have to do to apply the lighting of a Lighting patch to >>>> something rendered within a GLSL Shader patch? >>>> >>>> Thanks! >>>> >>>> Achim Breidenbach >>>> Boinx Software Ltd. >>>> >>>> <Lighting with GLSL Shader.qtz> >>>> _______________________________________________ >>>> Do not post admin requests to the list. They will be ignored. >>>> Quartzcomposer-dev mailing list ([email protected]) >>>> Help/Unsubscribe/Update your Subscription: >>>> https://lists.apple.com/mailman/options/quartzcomposer-dev/gtoledo3%40gmail.com >>>> >>>> This email sent to [email protected] >> > _______________________________________________ Do not post admin requests to the list. They will be ignored. Quartzcomposer-dev mailing list ([email protected]) Help/Unsubscribe/Update your Subscription: https://lists.apple.com/mailman/options/quartzcomposer-dev/archive%40mail-archive.com This email sent to [email protected]

