float light_diffuse[] = {2.0f, 2.0f, 2.0f, 1.0f};
#else
float light_ambient[] = {0.2f, 0.2f, 0.2f, 1.0f};
- float light_diffuse[] = {5.0f, 5.0f, 5.0f, 1.0f};
+ float light_diffuse[] = {0.8f, 0.8f, 0.8f, 1.0f};
#endif
float light_position[] = {-13*EARTH_R, 1*EARTH_R, 3*EARTH_R, 1.0f};
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHTING);
- float material_ambient[] = {0.2, 0.2, 0.2, 1.0};
- float material_diffuse[] = {0.8, 0.8, 0.8, 1.0};
- float material_specular[] = {0.1, 0.1, 0.1, 1.0};
+ float material_ambient[] = {1.0, 1.0, 1.0, 1.0};
+ float material_diffuse[] = {1.0, 1.0, 1.0, 1.0};
+ float material_specular[] = {0.0, 0.0, 0.0, 1.0};
float material_emission[] = {0.0, 0.0, 0.0, 1.0};
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material_ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material_diffuse);