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@@ -77,9 +77,9 @@ int main()
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light.specIntensity = 1.0f;
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// Material initialization
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- matBlinn.diffuse = WHITE;
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- matBlinn.ambient = (Color){ 50, 50, 50, 255 };
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- matBlinn.specular = WHITE;
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+ matBlinn.colDiffuse = WHITE;
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+ matBlinn.colAmbient = (Color){ 50, 50, 50, 255 };
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+ matBlinn.colSpecular = WHITE;
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matBlinn.glossiness = 50.0f;
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// Setup camera
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@@ -129,8 +129,8 @@ int main()
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SetShaderValue(shader, lSpecIntensityLoc, &light.specIntensity, 1);
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// Send material values to shader
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- SetShaderValue(shader, mAmbientLoc, ColorToFloat(matBlinn.ambient), 3);
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- SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.specular), 3);
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+ SetShaderValue(shader, mAmbientLoc, ColorToFloat(matBlinn.colAmbient), 3);
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+ SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.colSpecular), 3);
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SetShaderValue(shader, mGlossLoc, &matBlinn.glossiness, 1);
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// Send camera and light transform values to shader
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@@ -146,7 +146,7 @@ int main()
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Begin3dMode(camera);
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- DrawModel(model, position, 4.0f, matBlinn.diffuse);
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+ DrawModel(model, position, 4.0f, matBlinn.colDiffuse);
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DrawSphere(light.position, 0.5f, GOLD);
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DrawGrid(20, 1.0f);
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