cube_material.set_diffuse(GL::Color(0.5, 0.5, 0.55));
cube_material.set_ambient(GL::Color(0.5, 0.5, 0.55));
cube_material.set_specular(GL::Color(1.0));
- cube_material.set_shininess(150);
+ cube_material.set_shininess(120);
+ cube_material.set_reflectivity(0.5);
// First create a simplified shader for rendering the shadow map
GL::ProgramBuilder::StandardFeatures features;
DesertPillars::Cube::Cube(const GL::Object &obj):
GL::AnimatedObject(obj)
-{
- shdata.uniform("reflectivity", 0.5f);
-}
+{ }
void DesertPillars::Cube::set_spherify(float s)
{