I coded my first glsl shader which manage diffuse and specular effects of a directional light. This is the fragment shader. #version 120 //matrix uniform mat4 model_matrix; //directional light ...
I'm developing a lighting system for my voxel game, and I have to send multiple (alot, say up to 200) lights to my shader program. Those lights contain the following data: Position (vec3) Color ...
In more than just 1 occasion, i read about 2 ways of doing a light's system in OpenGL: normal way? i don't know how to call this one with the shaders ( GLSL ) The problem is i don't get the ...