hi,
this is related to lighting materials.
I dont know if this is basic or advance but i am still confuse until now why the materials for ambient, diffuse are added and
then multiplied by the colored sampled from the texture of the object.
whats the science/color theory behind it?
example in shaders (GLSL):
vec3 result = (ambient + diffuse) * objectColor;
FragColor = vec4(result, 1.0);
why not add all of them or why are the materials added and the texture color multiplied to it?
sorry for being dummy on this area.
You can point me to any material to read, etc. to know what is the theory behind the color manipulation/handling above.