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Opengl es 2.0 programming guide

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As far as I understand all the diffuse, specular, spot cutoff and others need to be defined inside the shader and calculated… So, while these uniforms are understood, others, like halfplane and attenuation factors are hard. The problem is that in Lighthouse3D they are using gl_LightSource.position which doesnt exist on ES 2.0, since the decleration of light has been removed.

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