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@ -21,7 +21,7 @@ unsigned int cubemapTexture, skyboxVAO;
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float old_x, old_y = -1;
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glm::vec3 cursorDiff;
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glm::vec3 lightDir = glm::normalize(glm::vec3(1.0f, -0.9f, -1.0f));
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glm::vec3 lightDir = glm::normalize(glm::vec3(0.0f, 0.0f, 1.0f));
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glm::vec3 cameraPos = glm::vec3(0, 0, 5);
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glm::vec3 cameraDir; // Wektor "do przodu" kamery
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glm::vec3 cameraSide; // Wektor "w bok" kamery
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@ -214,7 +214,7 @@ void renderScene()
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glBindVertexArray(0);
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glm::mat4 submarineInitialTransformation = glm::translate(glm::vec3(-1, 0, -0.5)) * glm::rotate(glm::radians(180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.25f));
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glm::mat4 submarineInitialTransformation = glm::translate(glm::vec3(0, -0.5, -0.4)) * glm::rotate(glm::radians(180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.25f));
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glm::mat4 submarineModelMatrix = glm::translate(cameraPos + cameraDir) * glm::mat4_cast(glm::inverse(rotation)) * submarineInitialTransformation;
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//drawObjectColor(fishContext, fishModelMatrix, glm::vec3(0.6f));
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drawObjectTexture(submarineContext, submarineModelMatrix, textureSubmarine);
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grafika_projekt/x64/Debug/Render_Utils.obj
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grafika_projekt/x64/Debug/Render_Utils.obj
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grafika_projekt/x64/Debug/Texture.obj
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grafika_projekt/x64/Debug/Texture.obj
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