# Ambient color vs diffuse color TargetCamera( pos = (0,-10,0), fov = 30 ) GLTargetDistantLight( pos = (0,-1,1), ambient = (1,1,1), diffuse = (1,1,1), ) for i in range(5): v = i/4.0 for j in range(5): u = j/4.0 Sphere(pos = (j-2,0,i-2), radius = 0.3, segmentsu = 128, segmentsv = 64, material = GLMaterial(ambient = u*vec3(0.5,0.5,1), diffuse = v*vec3(1,0.5,0.5)))