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This line, += gl_FrontMaterial.specular * gl_LightSource[0].specular * pow(NdotHV, (gl_FrontMaterial.shininess/128.0)); 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:
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| >Phong Lighting in Lighting/GLSL Patches (From: Alex Drinkwater <email@hidden>) |
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