int enable_color_material=#e0:1#; if (enable_color_material) glEnable(GL_COLOR_MATERIAL); else glDisable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT_AND_BACK,#eGL_AMBIENT_AND_DIFFUSE:GL_EMISSION:GL_AMBIENT:GL_DIFFUSE:GL_SPECULAR#); GLfloat material_ambient[]={#f0:0.1:1#,#f0:0.12:1#,#f0:0.15:1#,1}; GLfloat material_diffuse[]={#f0:0.5:1#,#f0:0.56:1#,#f0:0.45:1#,1}; GLfloat material_specular[]={#f0:0.4:1#,#f0:0.3:1#,#f0:0.2:1#,1}; GLfloat material_emission[]={#f0:0:1#,#f0:0:1#,#f0:0:1#,1}; GLfloat material_shininess=#f0:10:100#; glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,material_ambient); glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,material_diffuse); glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,material_specular); glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,material_emission); glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS,&material_shininess); glColor3f(#f0:1:1#,#f0:0:1#,#f0:0:1#);