material.set_specular(GL::Color(1.0));
material.set_shininess(100);
- GL::Program::StandardFeatures features;
+ GL::ProgramBuilder::StandardFeatures features;
features.lighting = true;
features.specular = true;
features.material = true;
GL::ProgramData shdata;
shdata.uniform("environment", 0);
shdata.uniform("reflectivity", 0.5f);
+ float env_mat[9] = { 1, 0, 0, 0, 1, 0, 0, 0, 1 };
+ shdata.uniform_matrix3("env_eye_matrix", env_mat);
GL::MatrixStack::projection() = GL::Matrix::frustum_centered(0.15, 0.1, 0.1, 10);