# data[].attributes.body
glm::vec4 lightPos(50, 50, 50, 1);

glm::vec3 ka(0.2, 0.2, 0);

glm::vec3 ks(0.2, 0.2, 0);

glm::vec3 kd(1, 1, 0);

glm::vec3 ld(1, 1, 1);

glm::vec3 la(1, 1, 1);

glm::vec3 ls(1, 1, 1);

# data[].attributes.body
glm::vec4 lightPos(80, 50, 50, 1); // 광원 위치

glm::vec3 Kd(1.0f, 1.0f, 0.0f); // Diffuse Object Color

glm::vec3 Ka(1.0f, 0.1f, 0.1f); // Ambient Reflectivity

glm::vec3 Ks(0.1f, 0.1f, 0.1f); // Specular Reflectivity

// 빛 강도 증가

glm::vec3 Ld(1.0f, 1.0f, 1.0f); // 밝은 노란색

glm::vec3 La(1.0f, 1.0f, 1.0f); // 부드럽게 증가

glm::vec3 Ls(1.0f, 1.0f, 1.0f); // 반사광 증가

# data[].attributes.body
glm::vec4 lightPos(50.0f, 100.0f, 50.0f, 1.0f);

glm::vec3 La(0.3f, 0.2f, 0.1f);

glm::vec3 Ld(0.6f, 0.4f, 0.2f);

glm::vec3 Ls(0.7f, 0.5f, 0.3f);

glm::vec3 Ka(0.4f, 0.3f, 0.1f);

glm::vec3 Kd(0.7f, 0.5f, 0.2f);

glm::vec3 Ks(0.5f, 0.4f, 0.2f);

# data[].attributes.body
퐁 컴포넌트: diffuse + ambient + specular

광원: (50, 50, 50, 1)

# data[].attributes.body
glm::vec4 lightPos(50, 50, 50, 1.0f);

glm::vec3 Ld(1.0f, 1.0f, 1.0f);

glm::vec3 La(0.2f, 0.2f, 0.2f);

glm::vec3 Ls(1.0f, 1.0f, 1.0f);

glm::vec3 Kd(1.0f, 1.0f, 0.0f);

glm::vec3 Ka(0.1f, 0.1f, 0.1f);

glm::vec3 Ks(1.0f, 1.0f, 1.0f);

# data[].attributes.body
diffuse + ambient + speculer

//광원 색상

glm::vec4 lightPos(50, 50, 50, 1);

glm::vec3 La(1, 1, 1);

glm::vec3 Ld(1, 1, 1);

glm::vec3 Ls(1, 1, 1);

//오브젝트 색상

glm::vec3 Ka(0.2, 0, 0.3);

glm::vec3 Kd(0, 0.7, 0.6);

glm::vec3 Ks(0, 0.7, 0.6);

# data[].attributes.body
glm::vec4 lightPos(50.0f, 50.0f, 50.0f, 1.0f);

glm::vec3 Kd(1.0f, 1.0f, 0.0f);

glm::vec3 Ka(0.1f, 0.1f, 0.1f);

glm::vec3 Ks(1.0f, 1.0f, 1.0f);

glm::vec3 Ld(1.0f, 1.0f, 1.0f);

glm::vec3 La(0.2f, 0.2f, 0.2f);

glm::vec3 Ls(1.0f, 1.0f, 1.0f);

# data[].attributes.body
glm::vec4 lightPos(10, 10, 10, 1);

glm::vec3 Ka(1.0f, 1.0f, 0.0f);

glm::vec3 Kd(0.5f, 0.5f, 0.0f);

glm::vec3 Ks(1.0f, 1.0f, 1.0f);

glm::vec3 La(0.3f, 0.3f, 0.3f);

glm::vec3 Ld(1.0f, 1.0f, 1.0f);

glm::vec3 Ls(1.0f, 1.0f, 1.0f);

# data[].attributes.body
diffuse + ambient + specular

LightPos : (10,10,10,1)

# data[].attributes.body
lightPositiion(50,50,50,1.0)

diffuse+ambient+specular

# data[].attributes.body
glm::vec4 lightPos(50, 50, 50, 1);

glm::vec3 Kd(1.0, 1.0, 0.0); Color

glm::vec3 Ka(0.5, 0.5, 0.0);

glm::vec3 Ks(1.0, 1.0, 1.0);

glm::vec3 La(0.3, 0.3, 0.3);

glm::vec3 Ls(1.0, 1.0, 1.0);

glm::vec3 Ld(1.0, 1.0, 1.0);

# data[].attributes.body
glm::vec3 Kd(1.0f, 1.0f, 0.0f); // 찐한 주황색 Diffuse Object Color

glm::vec3 Ka(1.0f, 0.1f, 0.1f);

glm::vec3 Ks(0.1f, 0.1f, 0.1f);

glm::vec3 Ld(1.0f, 1.0f, 0.0f); // 찐한 노란색 Diffuse Light Color

glm::vec3 La(0.5f, 0.2f, 0.3f);

glm::vec3 Ls(1.0f, 1.0f, 1.0f);

glm::vec4 lightPos(80, 20, 40, 1);

퐁 컴포넌트: ambient + diffuse + specular

# data[].attributes.body
glm::vec4 lightPos(50, 50, 50, 1.0f);

glm::vec3 La(0.8, 0.5, 0.3);

glm::vec3 Ld(1.0, 0.7, 0.4);

glm::vec3 Ls(1.0, 0.7, 0.4);

glm::vec3 Ka(0.6, 0.4, 0.3);

glm::vec3 Kd(0.9, 0.6, 0.4);

glm::vec3 Ks(0.7, 0.5, 0.3);

# data[].attributes.body
glm::vec4 lightPos(50, 50, 50, 1); //light position

glm::vec3 Kd(0.2f, 0.8f, 0.2f);

glm::vec3 Ld(0.0f, 1.0f, 0.0f);

glm::vec3 Ks(0.2f, 0.8f, 0.2f);

glm::vec3 Ka(0.0f, 0.5f, 0.0f);

glm::vec3 Ls(0.1f, 0.7f, 0.1f);

glm::vec3 La(0.1f, 0.4f, 0.1f);

# data[].attributes.body
퐁 컴포넌트: diffuse + ambient + specular

광원 위치: glm::vec4 lightPos(50, 50, 50, 1);

# data[].attributes.body
glm::vec4 lightPos(60.0f, 60.0f, 60.0f, 1.0f);

glm::vec3 La(0.2f, 0.2f, 0.2f);

glm::vec3 Ls(1.0f, 1.0f, 1.0f);

glm::vec3 Kd(1.0f, 1.0f, 0.0f);

glm::vec3 Ka(0.2f, 0.2f, 0.2f);

glm::vec3 Ks(1.0f, 1.0f, 1.0f);

glm::vec3 Ld(1.0f, 1.0f, 1.0f);

# data[].attributes.body
컴포넌트 : diffuse + ambient + specular

라이트 위치 : 20, 20, 5, 1

# data[].attributes.body
diffuse

- 10, 10, 0, 1

# data[].attributes.body
퐁 컴포넌트: diffuse

lightPos (50, 50, 50, 1)

# data[].attributes.body
컴포넌트 :diffuse + ambient + specular

라이트 위치 : 10, 10, 10, 1

# data[].attributes.body
컴포넌트: diffuse 광원위치 : (10,20,30,1)

# data[].attributes.body
lightPosition (20, -90, 90, 1)

Kd(0.5, 0.3, 1)

컴포넌트 diffuse + ambient + specular ;

# data[].attributes.body
material.Ka = glm::vec3(0.2f, 0.2f, 0.0f);

material.Kd = glm::vec3(1.0f, 1.0f, 1.0f);

material.Ks = glm::vec3(0.2f, 0.2f, 0.0f);

material.Shiness = 10.0;

light.lightPos = glm::vec4(30, 30, 30, 1);

light.La = glm::vec3(1.0f, 1.0f, 1.0f);

light.Ld = glm::vec3(1.0f, 1.0f, 1.0f);

light.Ls = glm::vec3(1.0f, 1.0f, 1.0f);

vec3 ambientColor = Ka * La;

vec3 diffuseColor = Kd Ld max(dot(L, N), 0.0);

vec3 specularColor = Ks Ls pow(max(dot(R,V),0.0),Shiness);

LightIntensity = ambientColor + diffuseColor + specularColor;

# data[].attributes.body
컴포넌트 : diffuse+ambient+specular

광원 위치 : 10, 10, 10, 1

# data[].attributes.body
컴포넌트 : diffuse

광원위치 50,50,50,1

# data[].attributes.body
컴포넌트 : diffuse

광원 : 50, 50, 50, 1

# data[].attributes.body
diffuse + ambient + specular

LightPosition : (50,50,50,1)

# data[].attributes.body
퐁 컴포넌트 : diffuse

광원 위치: (50, 50, 50, 1)

# data[].attributes.body
Diffuse + Ambient + Specular

광원위치 (50, 50, 50, 1)

# data[].attributes.body
퐁 컴포넌트 : diffuse + ambient + specular 광원 위치 : (50,50,50,1)

# data[].attributes.body
퐁 컴포넌트 : Diffuse + Ambienet + Specular

광원 위치 : (50, 50, 50, 1)

# data[].attributes.body
퐁 컴퍼넌트: diffuse

광원위치(50,50,50,1)

# data[].attributes.body
퐁 컴포넌트: diffuse

광원위치 (50,50,50,1)

# data[].attributes.body
퐁 컴포넌트: diffuse+ambient+specular

광원위치(50, 50, 50, 1)

# data[].attributes.body
퐁 컴포넌트: diffuse + ambient + specular

광원위치(50, 50, 50, 1)

# data[].attributes.body
퐁 컴포넌트: diffuse + ambient + specular

광원위치: (50, 50, 50, 1)

# data[].attributes.body
diffuse + ambient + specular

lightPos = (50,50,50, 1)

# data[].attributes.body
폼 컴포넌트 : diffuse + ambient + specular

광원위치 : (50, 50, 50, 1)

# data[].attributes.body
광원 위치 : (70, 80, 10)

퐁 컴포넌트 : (diffuse)

# data[].attributes.body
Ambient + Diffuse + Specular

LightPosition(50, 50, 50, 1)

# data[].attributes.body
diffuse + ambient + speculer

LightPosition : (50, 50, 50, 1)

# data[].attributes.body
광원 위치 : (50, 50, 50, 1)

퐁 컴포넌트 : ambient + diffuse + specular

# data[].attributes.body
diffuse + ambient + speculer

//광원 색상

glm::vec4 lightPos(50, 50, 50, 1);

glm::vec3 La(1, 1, 1);

glm::vec3 Ld(1, 1, 1);

glm::vec3 Ls(1, 1, 1);

//오브젝트 색상

glm::vec3 Ka(0.2, 0, 0.3);

glm::vec3 Kd(0, 0.7, 0.6);

glm::vec3 Ks(0, 0.7, 0.6);

# data[].attributes.body
diffuse

LightPosition(50, 50, 50, 1)

# data[].attributes.body
퐁 컴포넌트: diffuse+ambient+specular

lightPos = (15, 40, 25, 1);

# data[].attributes.body
퐁의 컴포넌트: ambient + diffuse + specular

라이트 위치: glm::vec4 lightPos(50, 50, 50, 1);

# data[].attributes.body
광원위치 : 80, 20, 40, 1 퐁 컴포넌트 : LightIntensity = diffuse;

# data[].attributes.body
퐁 컴포넌트: diffuse + ambient + specular

광원위치 (50, 50, 50, 1)

# data[].attributes.body
퐁 컴포넌트: diffuse + ambient + specular

광원위치: glm::vec4 lightPos(50, 50, 50, 1);

# data[].attributes.body
퐁 컴포넌트: ambient + diffuse + specular

lightPos:glm::vec4 lightPos(50.0f, 50.0f, 50.0f, 1.0f); // 광원 위치

# data[].attributes.body
diffuse+ambient+specular

lightPos: eye (=viewer->getViewPoint())

# data[].attributes.body
퐁 컴포넌트 : Diffuse + Ambient + Specular

광원 위치 : (50.0f, 50.0f, 50.0f, 1.0f)