For problem 18 (light 2 - diffuse lighting), the sample code given to the user declares:
attribute vec4 position, normal;
However, the "correct" implementation in the source code declares
attribute vec3 position, normal;
and than packs those vectors into vec4 values by appending 1.0 to position and 0.0 to normal.
Being entirely new to GLSL, I don't know which version is intended. I was able to get my code to pass by following the source and overwriting the w component of those two vectors, but I have no idea why that was necessary, and I don't see how anyone new to GLSL could pass this without checking the answers.
For problem 18 (light 2 - diffuse lighting), the sample code given to the user declares:
However, the "correct" implementation in the source code declares
and than packs those vectors into vec4 values by appending
1.0
toposition
and0.0
tonormal
.Being entirely new to GLSL, I don't know which version is intended. I was able to get my code to pass by following the source and overwriting the
w
component of those two vectors, but I have no idea why that was necessary, and I don't see how anyone new to GLSL could pass this without checking the answers.