Below the user would expect the agent to appear green, but green only seems to appear on that small point close to centre of the screen. (icosphere model used)
Inside fragment shader the dot() returns a value very close to zero, and the diffuse component gets wiped out (presumably in practice this because a bright specular should take over). This occurs on the crisistrack rail model, when trains are represented by most/any model only around 5px big, leading them to appear black regardless of colour.
// Process Diffuse
{// Diffuse component: 0.85f
float lambertian = max(dot(surfaceToLight,eyeNormal),0.0f);//phong
diffuse *= vec4(vec3(lambertian * 0.85f), 1.0f);
}
Need to pass a flag to replace orthographic frag shader with something different, e.g. no shade plain colour.
Other weird behaviour can be observed in the game of life simulation, where brightness changes with how close you are to the plane, and/or the edges appear more dull.

Below the user would expect the agent to appear green, but green only seems to appear on that small point close to centre of the screen. (icosphere model used)
Inside fragment shader the
dot()returns a value very close to zero, and the diffuse component gets wiped out (presumably in practice this because a bright specular should take over). This occurs on the crisistrack rail model, when trains are represented by most/any model only around 5px big, leading them to appear black regardless of colour.Need to pass a flag to replace orthographic frag shader with something different, e.g. no shade plain colour.
Other weird behaviour can be observed in the game of life simulation, where brightness changes with how close you are to the plane, and/or the edges appear more dull.