Okay, I have learned that simply passing the entity x, y, and z values is resulting in the wrong position for the light. Using gl_LightSource[0].position does work, but I'd like to understand what the difference is. The built in light source position value is a vec4 instead of a vec3, for instance.
Does anyone know how this stuff works or where I can find a good GLSL tutorial? The ones I've found so far have been lacking...
Does anyone know how this stuff works or where I can find a good GLSL tutorial? The ones I've found so far have been lacking...