Hi.
I've been studying the Phong Shanding on GLSL these days, but the light coordinates doen't work well.
I think it doesn't be coincided between OpenGL and GLSL.
g_location_lightPos = glGetUniformLocationARB(g_porgObj, "lightPos");
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glUniform3fvARB(g_location_lightPos, 1, &g_lightPos[0]);
How to coincide the light coordinates between OpenGL and GLSL?
Please help...



