OpenGL: Blinn-Phong model implemented in shaders give wrong result
问题 First of all I'm new with computer graphics, openGL and have a basic knowledge of c++ coding. I have struggled with the openGL project like a month and have come to a point where I have to implement shading with Blinn-Phong model. I have implemented calculations in vertex and fragment shaders. There is/are propably some minor error(s) in code because without shading everything works perfectly but after shading parts are added to shaders anything does not happen. I calculate surface normals in