Original Post
I try to do the following code to add specular lighting: in the VertexShader:
HalfAngle = fvLightPosition + ViewVector;
pixel:
vec4 col = (TextureDiffuse * Kd * dot(normalize(Normal), normalize(LightVector)))* att;
vec4 spec = (TextureDiffuse * Ks * pow(max(0.0, n_dot_h), SpecularPower) ) * att;
return col + spec;
It's not appearing as correct, proper specular. any ideas, anyone?