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public:t-gede-13-1:lab6 [2013/03/05 12:52]
hannes [Lab Project]
public:t-gede-13-1:lab6 [2013/03/12 11:23] (current)
hannes [Lab Project]
Line 369: Line 369:
 } }
 </code>Notice that the light position that is provided is indexed as **light number 0**. This refers to the closest light source to the object (which in this case is the point light if you used the application code provided in the first step of this lab). We are also expecting the colors in our lighting model to be passed into the fragment shader, which could be provided by each material using this shader. This is the fragment shader program definition: <code> </code>Notice that the light position that is provided is indexed as **light number 0**. This refers to the closest light source to the object (which in this case is the point light if you used the application code provided in the first step of this lab). We are also expecting the colors in our lighting model to be passed into the fragment shader, which could be provided by each material using this shader. This is the fragment shader program definition: <code>
 +
 fragment_program shader/lightingFP cg { fragment_program shader/lightingFP cg {
     source lightingshader.cg     source lightingshader.cg
-    entry_point fshader +    entry_point main_fp 
-    profiles ps_1_1 arbfp1 +    profiles ps_2_0 arbfp1 
-    +  
     default_params {     default_params {
         param_named k_ambientc float4 0.5 0.5 0.5 1.0         param_named k_ambientc float4 0.5 0.5 0.5 1.0
/var/www/ailab/WWW/wiki/data/pages/public/t-gede-13-1/lab6.txt · Last modified: 2013/03/12 11:23 by hannes