object Form1: TForm1 Left = 0 Top = 0 Caption = 'GLSL Diffuse Specular Shader' ClientHeight = 426 ClientWidth = 577 Color = clBtnFace Font.Charset = DEFAULT_CHARSET Font.Color = clWindowText Font.Height = -11 Font.Name = 'Tahoma' Font.Style = [] OldCreateOrder = False Position = poScreenCenter WindowState = wsMaximized OnCreate = FormCreate PixelsPerInch = 96 TextHeight = 13 object Viewer: TGLSceneViewer Left = 0 Top = 0 Width = 577 Height = 381 Camera = Camera Buffer.FogEnvironment.FogColor.Color = {ACC8483E9A99193FCDCC4C3F9A99993E} Buffer.FogEnvironment.FogStart = 50.000000000000000000 Buffer.FogEnvironment.FogEnd = 5000.000000000000000000 Buffer.FogEnvironment.FogDistance = fdEyeRadial Buffer.BackgroundColor = clBackground Buffer.ContextOptions = [roDoubleBuffer, roStencilBuffer, roRenderToWindow] Buffer.AntiAliasing = aaNone Buffer.DepthPrecision = dp24bits Buffer.ColorDepth = cd24bits FieldOfView = 142.319961547851600000 Align = alClient TabOrder = 0 end object Panel1: TPanel Left = 0 Top = 381 Width = 577 Height = 45 Align = alBottom TabOrder = 1 object LightMovingCheckBox: TCheckBox Left = 8 Top = 8 Width = 97 Height = 17 Caption = 'Light is Moving' Checked = True Color = clBtnFace ParentColor = False State = cbChecked TabOrder = 0 end object ShaderEnabledCheckBox: TCheckBox Left = 176 Top = 8 Width = 97 Height = 17 Caption = 'Shader Enabled' Checked = True State = cbChecked TabOrder = 1 end object PitchRollTurnCheckBox: TCheckBox Left = 8 Top = 24 Width = 137 Height = 17 Caption = 'Pitch-Roll-Turn Enabled' Checked = True State = cbChecked TabOrder = 2 end object RealisticSpecularCheckBox: TCheckBox Left = 336 Top = 8 Width = 137 Height = 17 Caption = 'Realistic Specular Mode' TabOrder = 3 OnClick = RealisticSpecularCheckBoxClick end object MultiLightShaderCheckBox: TCheckBox Left = 176 Top = 24 Width = 113 Height = 17 Caption = 'MultiLight Shader' TabOrder = 4 OnClick = MultiLightShaderCheckBoxClick end object EnableFogCheckBox: TCheckBox Left = 336 Top = 24 Width = 137 Height = 17 Caption = 'Enable fog' TabOrder = 5 OnClick = EnableFogCheckBoxClick end end object Scene: TGLScene ObjectsSorting = osNone Left = 24 Top = 16 object GUICube: TGLDummyCube CubeSize = 1.000000000000000000 object GLArrowLine1: TGLArrowLine Position.Coordinates = {00000000000000000000C8420000803F} Scale.Coordinates = {0000A0410000A0410000A04100000000} BottomRadius = 0.100000001490116100 Height = 1.000000000000000000 TopRadius = 0.100000001490116100 TopArrowHeadHeight = 0.500000000000000000 TopArrowHeadRadius = 0.200000002980232200 BottomArrowHeadHeight = 0.500000000000000000 BottomArrowHeadRadius = 0.200000002980232200 end object GLXYZGrid1: TGLXYZGrid Direction.Coordinates = {00000000000080BF0000000000000000} Position.Coordinates = {00000000000000000000A0C10000803F} Up.Coordinates = {00000000000000000000803F00000000} XSamplingScale.Min = -200.000000000000000000 XSamplingScale.Max = 200.000000000000000000 XSamplingScale.Step = 20.000000000000000000 YSamplingScale.Min = -200.000000000000000000 YSamplingScale.Max = 200.000000000000000000 YSamplingScale.Step = 20.000000000000000000 ZSamplingScale.Min = -200.000000000000000000 ZSamplingScale.Max = 200.000000000000000000 ZSamplingScale.Step = 20.000000000000000000 Parts = [gpX, gpZ] end end object LightCube: TGLDummyCube Direction.Coordinates = {0000000000000000000080BF00000000} Position.Coordinates = {000096C300000000000096430000803F} OnProgress = LightCubeProgress CubeSize = 1.000000000000000000 object Light: TGLLightSource ConstAttenuation = 1.000000000000000000 LightStyle = lsOmni Specular.Color = {0000803F0000803F0000803F0000803F} SpotCutOff = 180.000000000000000000 end object GLSphere1: TGLSphere Material.FrontProperties.Diffuse.Color = {E6E5653F8180003DCDCC4C3F0000803F} Material.FrontProperties.Emission.Color = {F4F3733FEEED6D3F000000000000803F} Radius = 10.000000000000000000 end end object LightCube2: TGLDummyCube Position.Coordinates = {000048430000C8C2000096430000803F} Visible = False CubeSize = 1.000000000000000000 object Light2: TGLLightSource Ambient.Color = {CDCCCC3DCDCCCC3DCDCCCC3D0000803F} ConstAttenuation = 1.000000000000000000 Diffuse.Color = {DCD8583FC6BF3F3FDCD8583F0000803F} Shining = False Specular.Color = {0000803F0000003F0000003F0000803F} SpotCutOff = 180.000000000000000000 end object GLSphere2: TGLSphere Material.FrontProperties.Ambient.Color = {F6F5753FCDCC4C3ECDCC4C3E0000803F} Material.FrontProperties.Diffuse.Color = {EAE9693FCDCC4C3FCDCC4C3F0000803F} Material.FrontProperties.Emission.Color = {F0EF6F3F00000000000000000000803F} Radius = 10.000000000000000000 end end object WorldCube: TGLDummyCube ShowAxes = True CubeSize = 1.000000000000000000 object Fighter: TGLActor Material.MaterialLibrary = MaterialLibrary Material.LibMaterialName = 'Fighter' Position.Coordinates = {0000164300000000000048420000803F} Up.Coordinates = {00000000000080BF0000000000000000} Interval = 100 AutoCentering = [macCenterX, macCenterY, macCenterZ] end object Teapot: TGLActor Material.MaterialLibrary = MaterialLibrary Material.LibMaterialName = 'Fighter' Position.Coordinates = {000016C300000000000000000000803F} Interval = 100 AutoCentering = [macCenterX, macCenterY, macCenterZ] end object Sphere_big: TGLActor Material.MaterialLibrary = MaterialLibrary Material.LibMaterialName = 'Earth' Position.Coordinates = {00000000000016C3000000000000803F} Interval = 100 AutoCentering = [macCenterX, macCenterY, macCenterZ] end object Sphere_little: TGLActor Material.MaterialLibrary = MaterialLibrary Material.LibMaterialName = 'Earth' Position.Coordinates = {0000000000001643000000000000803F} Interval = 100 AutoCentering = [macCenterX, macCenterY, macCenterZ] end end object Camera: TGLCamera DepthOfView = 500.000000000000000000 FocalLength = 65.000000000000000000 SceneScale = 1.500000000000000000 TargetObject = GLXYZGrid1 CameraStyle = csInfinitePerspective Position.Coordinates = {000016C30000E1430000B4430000803F} Direction.Coordinates = {00000000000080BF0000000000000000} Up.Coordinates = {00000000000000000000803F00000000} end end object Cadencer: TGLCadencer Scene = Scene MaxDeltaTime = 0.020000000000000000 OnProgress = CadencerProgress Left = 24 Top = 56 end object MaterialLibrary: TGLMaterialLibrary Materials = < item Name = 'Fighter' Tag = 0 Material.FrontProperties.Ambient.Color = {BFBEBE3EBBBABA3EBBBABA3E0000803F} Material.FrontProperties.Emission.Color = {B1B0B03DB1B0B03DB1B0B03D0000803F} Material.FrontProperties.Specular.Color = {8988083E8180003E8988083E0000803F} Material.BlendingMode = bmTransparency Material.Texture.TextureMode = tmModulate Material.Texture.Disabled = False end item Name = 'Earth' Tag = 0 Material.FrontProperties.Ambient.Color = {C1C0403DC1C0403D8180003D0000803F} Material.FrontProperties.Emission.Color = {A1A0203DA1A0203DC1C0403D0000803F} Material.FrontProperties.Shininess = 128 Material.FrontProperties.Specular.Color = {0000803F0000803F0000803F0000803F} Material.BlendingMode = bmTransparency Material.Texture.TextureMode = tmModulate Material.Texture.Disabled = False end> Left = 24 Top = 144 end object DiffuseSpecularShader: TGLSLDiffuseSpecularShader LightPower = 1.000000000000000000 Left = 176 Top = 16 end object GLSimpleNavigation1: TGLSimpleNavigation Form = Owner GLSceneViewer = Viewer FormCaption = 'GLSL Diffuse Specular Shader - %FPS' KeyCombinations = < item ShiftState = [ssLeft, ssRight] Action = snaZoom end item ShiftState = [ssLeft] Action = snaMoveAroundTarget end item ShiftState = [ssRight] Action = snaMoveAroundTarget end> Left = 176 Top = 64 end end