change shaders back
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@ -5,7 +5,7 @@ in vec3 surfaceNormal;
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in vec3 toLightVector;
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in vec3 toLightVector;
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in vec3 toCameraVector;
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in vec3 toCameraVector;
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//out vec4 out_Color;
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out vec4 out_Color;
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uniform sampler2D modelTexture;
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uniform sampler2D modelTexture;
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@ -31,6 +31,6 @@ void main(void){
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vec3 finalSpecular = dampedFactor * reflectivity * vec3(1.0, 1.0, 1.0); //Tu by³a zmiana
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vec3 finalSpecular = dampedFactor * reflectivity * vec3(1.0, 1.0, 1.0); //Tu by³a zmiana
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gl_FragColor = vec4(1.0,1.0,1.0,1.0);
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out_Color = vec4(diffuse,1.0) * texture(modelTexture,pass_textureCoordinates) + vec4(finalSpecular,1.0);
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}
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}
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@ -371,9 +371,10 @@ void renderScene()
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glUseProgram(terrainProgram);
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glUseProgram(terrainProgram);
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glm::mat4 terrainTransformation = glm::translate(glm::vec3(terrain.getX(), 0, terrain.getZ())) * glm::rotate(glm::radians(0.f), glm::vec3(5, 5, 5));
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glm::mat4 terrainTransformation = glm::translate(glm::vec3(0, 0, 0)) * glm::rotate(glm::radians(180.f), glm::vec3(5, 5, 5));
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TerrainRenderer terrainRenderer(terrainProgram, perspectiveMatrix, terrain, terrainTransformation, cameraMatrix, lightDir, 0.5f, 0.5f);
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TerrainRenderer terrainRenderer(terrainProgram, perspectiveMatrix, terrain, terrainTransformation, cameraMatrix, lightDir, 0.5f, 0.5f);
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terrainRenderer.render();
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terrainRenderer.render();
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glUseProgram(0);
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glUseProgram(0);
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