Modern GLSL ( opengl 3+ ) : Implementing phong effect correctly; - glsl

I am implementing a basic phong lighting GLSL shader; I have looked up some things on the internet, and found that the phong effect was created by adding an ambient, diffuse, and specular layer on the object (see image below, from tom dalling's site); problem is I have seen a lot of examples, and none of them really suits my GLSL set-up. Can any of you give me a code example of the correct way to implement the phong effect which would fit my GLSL set-up ? :
PS : This question could be put on hold because of the fact that it may be based on user opinion : In my mind, it is not, because I would like to know the most effective, and better way of implementing it.
Here is my vertex shader :
#version 120
uniform mat4 modelView;
uniform mat4 MVP;
uniform float time;
attribute vec3 position;
attribute vec2 texCoord;
attribute vec3 normal;
varying vec3 position0;
varying vec2 texCoord0;
varying vec3 normal0;
varying mat4 modelView0;
void main()
{
//Updating varyings...
position0 = position;
texCoord0 = texCoord;
normal0 = (MVP * vec4(normal, 0.0)).xyz;
modelView0 = modelView;
//set position
gl_Position = MVP * vec4(position, 1.0);
}
and my fragment shader :
#version 120
varying vec3 position0;
varying vec2 texCoord0;
varying vec3 normal0;
varying mat4 modelView0;
uniform sampler2D diffuse;
void main()
{
vec4 surfaceColor = texture2D(diffuse, texCoord0);
gl_FragColor = (texture2D(diffuse, texCoord0))
* clamp(dot(-vec3(0.0, 0.5, 0.5), normal0), 0, 1.0);
}

try this:
void main()
{
vec4 texread = texture2D(diffuse, texCoord0);
vec3 normal = normalize(normal0);
vec3 material_kd = vec3(1.0,1.0,1.0);
vec3 material_ks = vec3(1.0,1.0,1.0);
vec3 material_ka = vec3(0.2,0.2,0.2);
vec3 material_ke = vec3(0.0,0.0,0.0);
float material_shininess = 60;
vec3 lightpos = vec3(0.0,10.0,5.0);
vec3 lightcolor = vec3(1.0,1.0,1.0);
vec3 lightdir = normalize(lightpos - worldPosition);
float shade = clamp(dot(lightdir, normal), 0.0, 1.0);
vec3 toWorldpos = normalize((worldPosition) - u_eyePos);
vec3 reflectDir = reflect( toWorldpos, normal );
vec4 specular = vec4(pow(clamp(dot(lightdir, reflectDir),0.0,1.0), material_shininess) * lightcolor * material_ks, 1.0);
vec4 shaded = texread * vec4(material_kd, 1.0) * vec4(lightcolor , 1.0) * shade;
vec4 ambient = texread * vec4(material_ka, 1.0);
vec4 emission = vec4(material_ke, 1.0);
gl_FragColor = shaded + specular + emission + ambient;
}
it may have some compilation errors though as i didnt run it...
you may need to upload your eye position as a uniform (u_eyePos), and calculate the worldposition (worldPosition) for it to work

I made my own sphong shader : here is the code :
fragment shader :
#version 150
uniform mat4 modelView;
uniform mat3 normalMatrix;
uniform vec3 cameraPosition;
uniform sampler2D materialTex;
uniform float materialShininess;
uniform vec3 materialSpecularColor;
uniform vec3 lightPosition;//light settings
uniform vec3 lightIntensities;
uniform float lightAttenuation;
uniform float lightAmbientCoeff;
in vec3 position0;
in vec2 texCoord0;
in vec3 normal0;
out vec4 fragmentColor;
void main()
{
//calculate normal in world coordinates
vec3 normal = normalize(normalMatrix * normal0);
//calculate the location of this fragment (pixel) in world coordinates
vec3 surfacePos = vec3(modelView * vec4(position0, 1));
//color of the current fragment
vec4 surfaceColor = texture(materialTex, texCoord0);
//calculate the vector from this pixels surface to the light source
vec3 surfaceToLight = normalize(lightPosition - surfacePos);
//cam distance
vec3 surfaceToCamera = normalize(cameraPosition - surfacePos);
///////////////////////////DIFUSE///////////////////////////////////////
//calculate the cosine of the angle of incidence
//float diffuseCoeff = dot(normal, surfaceToLight) / (length(surfaceToLight) * length(normal));
float diffuseCoeff = max(0.0, dot(normal, surfaceToLight));
vec3 diffuse = diffuseCoeff * surfaceColor.rgb * lightIntensities;
/////////////////////////AMBIENT////////////////////////////////////////
vec3 ambient = lightAmbientCoeff * surfaceColor.rgb * lightIntensities;
/////////////////////////SPECULAR//////////////////////////////////////
float specularCoeff = 0.0;
if(diffuseCoeff > 0.0)
specularCoeff = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normal))), materialShininess);
vec3 specular = specularCoeff * materialSpecularColor * lightIntensities;
////////////////////////ATTENUATION///////////////////////////////////
float distanceToLight = length(lightPosition - surfacePos);
float attenuation = 1.0 / (1.0 + lightAttenuation * pow(distanceToLight, 2));
/////////////////////////////////FINAL/////////////////////////////////
vec3 linearColor = ambient + attenuation * (diffuse + specular);
//finalColor with gamma correction
vec3 gamma = vec3(1.0/2.2);
fragmentColor = vec4(pow(linearColor, gamma), surfaceColor.a);
//fragmentColor = vec4(diffuseCoeff * lightIntensities * surfaceColor.rgb, surfaceColor.a);
}

Related

GLSL having strange black faces with the second mesh

platform: Windows10
context: OpenGL, glew, Win32
So I loaded 2 meshes(using a simple OBJ parser, which only reads the triangulated mesh), with vertexpos,uv and normal data. The first mesh is lighted okay. No black faces.The second one looks like this.
The Strange Effects
my vertex shader:
#version 440
in vec3 pos;
in vec2 tex;
in vec3 nor;
uniform float Scale;
uniform mat4 perspective;
uniform mat4 model;
out vec3 normaldir;
out vec2 texOut;
out vec3 FragPos;
void main()
{
normaldir = normalize(mat3(transpose(inverse(model))) * nor);
gl_Position = perspective * model * vec4(pos.xyz, 1.0);
texOut = tex;
FragPos = vec3(model * vec4(pos, 1.0));
}
my fragment shader:
#version 440
uniform float Scale;
uniform sampler2D diffuse;
uniform sampler2D normal;
uniform vec3 viewPos;
//uniform sampler2D normalMap0;
in vec3 normaldir;
in vec2 texOut;
in vec3 FragPos;
layout(location = 0) out vec4 FragColor0;
void main()
{
vec3 lightPos = {2,6,0};
lightPos.x = sin(Scale)*5;
lightPos.z = cos(Scale)*5;
vec3 lightDir = normalize(lightPos - FragPos);
vec3 lightColor = {1.0,1.0,1.0};
float specularStrength = 1.6;
float diff = max(dot(normaldir, lightDir), 0.0);
vec3 diffuseD = diff * lightColor;
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, normaldir);
vec3 ambient = {0.0,0.2,0.4};
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 25);
vec3 specular = specularStrength * spec * lightColor;
vec3 diffuseCol = texture(diffuse, texOut).xyz;
vec3 result = (ambient + diffuseD+ specular) * diffuseCol;
FragColor0 = vec4(result, 1.0);
}
Sorry I made a very dumb mistake. Thank you for all your support #Rabbid76 (Yes I did inverted the normals yes) #paddy
The problem was Binding the normal buffers. I bind glm::vec2 * size instead of glm::vec3 * size for normals' buffers

Ambient and Specular lighting not working correctly in GLSL

In my lighting scene, for some reason the ambient lighting isn't working at all. The whole model is the same brightness, no matter which way it is facing. I tried getting rid of the attenuation but it still has the same results. Along with that, the specular lighting is always shining, no matter where the camera is. It is supposed to shine based on player position.
Here is a screenshot of the ambient problem: Imgur.com
As you can see, the part of the sphere that is facing away from the light (located at [0.0,4.0,0.0]) is the same color as the part facing the light. The ambient factor is supposed to be 0.2 of the fragment color.
Vertex shader source:
layout(location = 0) in vec3 positions;
layout(location = 1) in vec2 texCoords;
layout(location = 2) in vec3 normals;
out vec3 new_normal;
out vec3 worldPos_out;
out vec2 pass_texCoords;
struct Matrices {
mat4 projection;
mat4 worldMatrix;
mat4 modelMatrix;
mat3 normalMatrix;
};
uniform Matrices mat;
void main(void)
{
pass_texCoords = texCoords;
vec4 newPosition = vec4(positions, 1);
vec4 worldPos = (mat.modelMatrix * newPosition);
mat4 Camera = mat.projection * mat.worldMatrix;
gl_Position = (Camera * worldPos);
new_normal = mat.normalMatrix * normals;
worldPos_out = worldPos.xyz;
}
Fragment shader source:
in vec3 new_normal;
in vec3 worldPos_out;
in vec2 pass_texCoords;
out vec4 outColor;
uniform vec3 viewPos;
#define MAX_LIGHTS 50
struct Material {
sampler2D diffuseMap;
sampler2D specularMap;
vec3 specular;
float shininess;
};
uniform Material material;
struct Light {
vec3 position;
vec3 color;
vec3 ambient;
vec3 diffuse;
vec3 specular;
float radius;
};
uniform Light Lights[MAX_LIGHTS];
uniform int numLights;
struct Math {
float constant;
float linear;
float quadratic;
} math;
vec3 applyPointLight(Light light, vec3 normal, vec3 fragPos, vec3 viewDir, vec3 surfaceColor, vec3 surfaceSpecular) {
vec3 lightDir = normalize(light.position - fragPos);
//Diffuse shading
float diff = max(dot(normal, lightDir), 0.0);
//Specular shading
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
//Attenuation
float distance = length(light.position - fragPos);
float attenuation = 5.0 / (math.constant + math.linear * distance +
math.quadratic * (distance * distance));
vec3 ambient = light.ambient * surfaceColor;
vec3 diffuse = light.diffuse * surfaceColor * light.color;
vec3 specular = light.specular * surfaceSpecular * light.color;
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
return (ambient + diffuse + specular);
}
void main(void) {
vec3 surfaceColor = vec3(texture(material.diffuseMap, pass_texCoords));
vec3 surfaceSpecular = vec3(texture(material.specularMap, pass_texCoords));
vec3 unitNormal = normalize(new_normal);
vec3 viewDir = normalize(viewPos - worldPos_out);
math.constant = 1.0;
math.linear = 0.09;
math.quadratic = 0.032;
vec3 linearColor;
for(int i = 0; i < numLights; i++)
linearColor += applyPointLight(Lights[i], unitNormal, worldPos_out, viewDir, surfaceColor, surfaceSpecular);
float gamma = 2.2;
vec3 fragColor;
fragColor.rgb = pow(linearColor.rgb, vec3(1.0/gamma));
outColor = vec4(linearColor, 1.0);
}
In your applyPointLight function, you're not using the diff and spec variables, which are presumably the light-dependent changes to diffuse and specular. See if the following works:
vec3 diffuse = light.diffuse * surfaceColor * light.color * diff;
vec3 specular = light.specular * surfaceSpecular * light.color * spec;

GLSL normal mapping flickering

I was trying to add a normal map effect to a shader tutorial I have found here but with no luck.
UPDATE 1:
I updated the code adding a tangent space matrix
Vertex shader:
#version 330
in vec3 inPosition;
in vec3 vertNormal;
in vec2 vertTexCoord;
in vec4 vertNormalMapping;
out vec3 fragVert;
out vec3 fragNormal;
out vec2 fragTexCoord;
out vec4 fragNormalMapping;
out mat3 TBNMatrix;
uniform mat4 modelViewProjectionMatrix;
uniform mat4 camera;
void main(){
vec3 tangent;
vec3 binormal;
vec3 c1 = cross( vertNormal, vec3(0.0, 0.0, 1.0) );
vec3 c2 = cross( vertNormal, vec3(0.0, 1.0, 0.0) );
if( length(c1)>length(c2) )
{
tangent = c1;
}
else
{
tangent = c2;
}
tangent = normalize(tangent);
binormal = cross(vertNormal, tangent);
binormal = normalize(binormal);
mat3 normalMatrix = transpose(inverse(mat3(camera * modelViewProjectionMatrix )));
vec3 n = normalize(normalMatrix * vertNormal);
vec3 t = normalize(normalMatrix * tangent.xyz);
vec3 b = normalize(normalMatrix * binormal.xyz);
TBNMatrix = mat3(t, b, n);
fragTexCoord = vertTexCoord;
fragNormal = vertNormal;
fragVert = inPosition;
fragNormalMapping = vertNormalMapping;
gl_Position = camera * modelViewProjectionMatrix * vec4(inPosition, 1.0);
}
Fragment shader
#version 330
precision highp float;
uniform vec3 cameraPosition;
uniform mat4 modelViewProjectionMatrix;
uniform mat4 camera;
uniform sampler2D tex;
uniform sampler2D heightMap;
uniform float materialShininess;
uniform vec3 materialSpecularColor;
uniform struct Light {
vec3 position;
vec3 intensities; //a.k.a the color of the light
float attenuation;
float ambientCoefficient;
} light;
in vec3 fragNormal;
in vec3 fragVert;
in vec2 fragTexCoord;
in vec4 fragNormalMapping;
in mat3 TBNMatrix;
out vec4 finalColor;
void main() {
vec3 surfacePos = vec3(modelViewProjectionMatrix * vec4(fragVert, 1));
vec4 surfaceColor = texture(tex, fragTexCoord);
vec3 surfaceToLight = TBNMatrix * (light.position - surfacePos) ;
vec3 surfaceToCamera = TBNMatrix * (cameraPosition - surfacePos);
vec3 normal = normalize(texture(heightMap, fragTexCoord).xyz * 2.0 - 1.0);
//ambient
vec3 ambient = light.ambientCoefficient * surfaceColor.rgb * light.intensities;
//diffuse
float diffuseCoefficient = max(0.0, dot(normal, surfaceToLight));
vec3 diffuse = diffuseCoefficient * surfaceColor.rgb * light.intensities;
//specular
float specularCoefficient = 0.0;
if(diffuseCoefficient > 0.0)
specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normal))), materialShininess);
vec3 specular = specularCoefficient * materialSpecularColor * light.intensities;
//attenuation
float distanceToLight = length(light.position - surfacePos);
float attenuation = 1.0 / (1.0 + light.attenuation * pow(distanceToLight, 2));
//linear color (color before gamma correction)
vec3 linearColor = ambient + attenuation*(diffuse + specular);
//final color (after gamma correction)
vec3 gamma = vec3(1.0/2.2);
finalColor = vec4(pow(linearColor, gamma), surfaceColor.a);
}
The result is better but now the lighting is calculated wrong O.O
//OLD
I have tried with a blank color texture and a correct normal map texture and the result is this: The normal map is calculated correctly but... these lines are not so cool to see :-(
Any idea of what is the cause? thank you everyone for the help =D
posting here for clarity...
mv = camera * transform;//modelview
mvp = proj * camera * transform;//modelviewprojection
mvi = transpose(inverse(mv))//modelview inverse (=gl_NormalMatrix)
so you should have in place of modelViewProjectionMatrix passed to the shader the modelView and the projection separately, and compute the resulting mvp in the vertex shader.
(or precompute them all on cpu side)

How to properly convert GLSL 1.2 code to GLSL 1.5

I've been trying to update some code to be OpenGL 3.2 compliant, but I'm having trouble with my shaders. I've been reading up on the differences online, and my shaders compile, but my screen remains my glClearColor. I have a vertex and fragment shader (doing phong shading). Everything works great under OpenGL 2.1 / GLSL 1.2, the problems only arise under OpenGL 3.2 / GLSL 1.5
Here are my version 1.2 shaders:
Vertex:
#version 120
uniform mat4 uProjMatrix;
uniform mat4 uViewMatrix;
uniform mat4 uModelMatrix;
uniform mat4 uNormalMatrix;
attribute vec3 aPosition;
attribute vec3 aNormal;
varying vec3 vWorldPosition;
varying vec3 vNormal;
void main() {
// Transforms
vec4 lPosition = uModelMatrix * vec4(aPosition.x, aPosition.y, aPosition.z, 1);
vWorldPosition = vec3(lPosition.x, lPosition.y, lPosition.z);
gl_Position = uProjMatrix * uViewMatrix * lPosition;
// Calculate the relative normal
vec4 lNormal = vec4(aNormal.x, aNormal.y, aNormal.z, 0);
lNormal = uNormalMatrix * lNormal;
vNormal = vec3(lNormal.x, lNormal.y, lNormal.z);
}
Fragment:
#version 120
struct Light {
vec3 position, color;
float constFalloff, linearFalloff, squareFalloff;
};
struct Material {
vec3 ambient, diffuse, specular, emission;
float shininess;
};
uniform Light uLights[10];
uniform int uNumLights;
uniform Material uMaterial;
uniform vec3 uCameraPos;
varying vec3 vWorldPosition;
varying vec3 vNormal;
void main() {
vec3 lNormal = normalize(vNormal);
vec3 finalColor = vec3(0.0, 0.0, 0.0);
for(int i = 0; i < uNumLights; ++i) {
// Diffuse light
vec3 toLight = uLights[i].position - vWorldPosition;
float lightDistance = length(toLight);
toLight = normalize(toLight);
float diffuseAmount = max(dot(lNormal, toLight), 0.0);
// Specular light
vec3 toCamera = normalize(uCameraPos - vWorldPosition);
vec3 reflection = normalize(2.0 * dot(toLight, lNormal) * lNormal - toLight);
float specularAmount = pow(max(dot(toCamera, reflection), 0.0), uMaterial.shininess);
// Falloff
float falloff = 1.0 / (uLights[i].constFalloff
+ uLights[i].linearFalloff * lightDistance
+ uLights[i].squareFalloff * lightDistance * lightDistance);
finalColor += ((uMaterial.diffuse * diffuseAmount
+ uMaterial.specular * specularAmount) * falloff
+ uMaterial.ambient) * uLights[i].color;
}
finalColor += uMaterial.emission;
gl_FragColor = vec4(finalColor.r, finalColor.g, finalColor.b, 1.0);
}
And my version 1.5 shaders:
Vertex:
#version 150 core
uniform mat4 uProjMatrix;
uniform mat4 uViewMatrix;
uniform mat4 uModelMatrix;
uniform mat4 uNormalMatrix;
in vec3 aPosition;
in vec3 aNormal;
out vec3 vWorldPosition;
out vec3 vNormal;
void main() {
// Transforms
vec4 lPosition = uModelMatrix * vec4(aPosition.x, aPosition.y, aPosition.z, 1);
vWorldPosition = vec3(lPosition.x, lPosition.y, lPosition.z);
gl_Position = uProjMatrix * uViewMatrix * lPosition;
// Calculate the relative normal
vec4 lNormal = vec4(aNormal.x, aNormal.y, aNormal.z, 0);
lNormal = uNormalMatrix * lNormal;
vNormal = vec3(lNormal.x, lNormal.y, lNormal.z);
}
Fragment:
#version 150 core
struct Light {
vec3 position, color;
float constFalloff, linearFalloff, squareFalloff;
};
struct Material {
vec3 ambient, diffuse, specular, emission;
float shininess;
};
uniform Light uLights[10];
uniform int uNumLights;
uniform Material uMaterial;
uniform vec3 uCameraPos;
in vec3 vWorldPosition;
in vec3 vNormal;
out vec4 outColor;
void main() {
vec3 lNormal = normalize(vNormal);
vec3 finalColor = vec3(0.0, 0.0, 0.0);
for(int i = 0; i < uNumLights; ++i) {
// Diffuse light
vec3 toLight = uLights[i].position - vWorldPosition;
float lightDistance = length(toLight);
toLight = normalize(toLight);
float diffuseAmount = max(dot(lNormal, toLight), 0.0);
// Specular light
vec3 toCamera = normalize(uCameraPos - vWorldPosition);
vec3 reflection = normalize(2.0 * dot(toLight, lNormal) * lNormal - toLight);
float specularAmount = pow(max(dot(toCamera, reflection), 0.0), uMaterial.shininess);
// Falloff
float falloff = 1.0 / (uLights[i].constFalloff
+ uLights[i].linearFalloff * lightDistance
+ uLights[i].squareFalloff * lightDistance * lightDistance);
finalColor += ((uMaterial.diffuse * diffuseAmount
+ uMaterial.specular * specularAmount) * falloff
+ uMaterial.ambient) * uLights[i].color;
}
finalColor += uMaterial.emission;
outColor = vec4(finalColor.r, finalColor.g, finalColor.b, 1.0);
}
I do not get any errors from compiling / linking the 1.5 shaders, but nothing draws. What am I missing?

opengl shader directional lights specular reflection increasing with distance

the title says it all.. using opengls built in lighting system, specularlight does not increase or decrease with distance from the object, but by shader implementation does.
Vertex Shader:
#version 330
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texCoord;
layout (location = 2) in vec3 normal;
out vec2 texCoord0;
out vec3 normal0;
out vec3 worldPos0;
uniform mat4 transform;
uniform mat4 normalRotation;
uniform mat4 transformProjected;
void main()
{
gl_Position = transformProjected * vec4(position, 1.0);
texCoord0 = texCoord;
normal0 = normalize((normalRotation * vec4(normal, 0.0))).xyz;
worldPos0 = (transform * vec4(position, 1.0)).xyz;
}
Fragment Shader:
#version 330
in vec2 texCoord0;
in vec3 normal0;
in vec3 worldPos0;
out vec4 fragColor;
struct BaseLight
{
vec3 colorDiffuse;
vec3 colorSpecular;
float intensityDiffuse;
};
struct DirectionalLight
{
BaseLight base;
vec3 direction;
};
uniform vec3 tint;
uniform sampler2D sampler;
uniform vec3 eyePos; // camera pos
uniform vec3 ambientLight;
uniform vec3 emissiveLight;
//material
uniform float specularIntensity;
uniform float specularPower;
uniform DirectionalLight directionalLight;
vec4 calcLight(BaseLight base,vec3 direction, vec3 normal)
{
float diffuseFactor = dot(normal, -direction);
vec4 diffuseColorFinal = vec4(0,0,0,0);
vec4 specularColorFinal = vec4(0,0,0,0);
if(diffuseFactor > 0)
{
diffuseColorFinal = vec4(base.colorDiffuse,1) * diffuseFactor * base.intensityDiffuse;
vec3 directionToEye = normalize(eyePos - worldPos0);
vec3 reflectDirection = normalize(reflect(direction, normal));
float specularFactor = dot(directionToEye, reflectDirection);
specularFactor = pow(specularFactor, specularPower);
if(specularFactor > 0)
specularColorFinal = vec4(base.colorSpecular,1) * specularFactor * specularIntensity;
}
//
return diffuseColorFinal + specularColorFinal;
}
void main()
{
vec4 colorD = texture(sampler, texCoord0.xy) * vec4(tint,1);
vec3 normal = normal0;
vec4 totalLight = vec4(ambientLight,1) + vec4(emissiveLight,1);
totalLight += calcLight(directionalLight.base,-directionalLight.direction,normal);
fragColor = colorD * totalLight;
}
As you can see from the 2 images the specular light takes up a larger surface area the farther the camera gets from the plane.In my test with opengls built in lighting, this doesnt happen. is there a way to fix this? im new to lighting, maybe this is normal for directional light sources? thanks for the help!
Im also setting my eyePos uniform to my cameraPos. i dont know if that helps.
Basically you need to have distance between the fragment and the light dist . This can be a problem for directional light though because you have only the direction and distant is assumed to be infinite. Maybe switch to point light?
when youo have the 'dist' you use a formula
att = 1.0 / (Kc + Kl*dist + Kq*dist^2)
Kc - constant attenuation
Kl - linear attenuation
Kq - quadratic attenuation
simpler version (only Kq used, rest set to 1.0):
float attenuation = 1.0 / (1.0 + light.attenuation * pow(distanceToLight, 2));
then in the lighting equation you basically multiply calculated color by this att factor:
vec4 finalColor = ambient + (diffuseColorFinal + specularColorFinal)*att
http://www.ozone3d.net/tutorials/glsl_lighting_phong_p4.php#part_4
http://tomdalling.com/blog/modern-opengl/07-more-lighting-ambient-specular-attenuation-gamma/