# 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)))