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-rw-r--r--src/main.c10
1 files changed, 8 insertions, 2 deletions
diff --git a/src/main.c b/src/main.c
index 636172e..c270a2e 100644
--- a/src/main.c
+++ b/src/main.c
@@ -299,7 +299,7 @@ int main(int argc, char *argv[])
struct Camera mainCamera;
mainCamera.position = linearVec3(0.0, 0.0, 10.0);
- mainCamera.front = linearVec3(0.0, 0.0, -1.0);
+ mainCamera.front = linearVec3(0.0, 0.0, 1.0);
mainCamera.up = linearVec3(0.0, 1.0, 0.0);
Mat4 model, view, proj;
@@ -312,7 +312,7 @@ int main(int argc, char *argv[])
glEnable(GL_DEPTH_TEST);
while (!glfwWindowShouldClose(window)) {
processInput(window);
- glClearColor(0.7f, 0.7f, 0.7f, 1.0f);
+ glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glfwGetWindowSize(window, &width, &height);
sprintf(title, "mverse: x: %f y: %f z: %f",
@@ -340,6 +340,12 @@ int main(int argc, char *argv[])
shaderSetMatrixfv(shader, "proj", proj.matrix[0], glUniformMatrix4fv);
shaderSetMatrixfv(shader, "view", view.matrix[0], glUniformMatrix4fv);
shaderSetMatrixfv(shader, "rotNormals", R.matrix[0], glUniformMatrix4fv);
+ shaderSetfv(shader, "viewPos", mainCamera.position.vector, glUniform3fv);
+
+ shaderSetfv(shader, "dirLight.direction", vec3(-0.2, -1.0, 0.3), glUniform3fv);
+ shaderSetfv(shader, "dirLight.ambient", vec3(0.1, 0.1, 0.1), glUniform3fv);
+ shaderSetfv(shader, "dirLight.diffuse", vec3(0.8, 0.8, 0.8), glUniform3fv);
+ shaderSetfv(shader, "dirLight.specular", vec3(1.0, 1.0, 1.0), glUniform3fv);
objDraw(shader, obj);
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