diff --git a/grk/cw 6/shaders/shader_sun.frag b/grk/cw 6/shaders/shader_sun.frag index 1dee163..a4f15eb 100644 --- a/grk/cw 6/shaders/shader_sun.frag +++ b/grk/cw 6/shaders/shader_sun.frag @@ -16,8 +16,8 @@ void main() { vec3 lightDir = normalize(lightPos - worldPos); vec3 normal = normalize(vecNormal); - float diffuse = max(0, dot(normal, lightDir)); + //float diffuse = max(0, dot(normal, lightDir)); vec4 textureColor = texture2D(colorTexture, vtc); - outColor = vec4(vec3(textureColor) * min(1, AMBIENT + diffuse), 1.0) * 2.0; + outColor = vec4(vec3(textureColor) * 1.5, 1.0); } diff --git a/grk/cw 6/src/Planet.hpp b/grk/cw 6/src/Planet.hpp index 468e3ec..b41eaf9 100644 --- a/grk/cw 6/src/Planet.hpp +++ b/grk/cw 6/src/Planet.hpp @@ -143,7 +143,7 @@ void drawObjectTexture(Core::RenderContext& context, glm::mat4 modelMatrix, GLui void drawSun(Core::RenderContext& context, glm::mat4 modelMatrix, GLuint texture) { glUseProgram(programSun); - Core::SetActiveTexture(texture, "colorTexture", programSun, 3); + Core::SetActiveTexture(texture, "colorTexture", programSun, 0); glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix(); glm::mat4 transformation = viewProjectionMatrix * modelMatrix; glUniformMatrix4fv(glGetUniformLocation(programSun, "transformation"), 1, GL_FALSE, (float*)&transformation); @@ -223,7 +223,7 @@ void renderScene(GLFWwindow* window) //glUseProgram(0); glm::mat4 sunScale = glm::scale(glm::vec3(0.04f)); - glm::mat4 sunTranslate = glm::translate(glm::vec3(sunPosition.x, sunPosition.y, sunPosition.z)); + glm::mat4 sunTranslate = glm::translate(sunPosition); drawSun(sphereContext, sunTranslate * sunScale, texture::sun); @@ -231,7 +231,7 @@ void renderScene(GLFWwindow* window) glm::mat4 planetRotate = glm::rotate(time * 0.0416f, glm::vec3(0, 1, 0)); // 1 godzina mija w 1 sekundę, obrót z zachodu na wschód glm::mat4 planetTranslate = glm::translate(glm::vec3(0, 0, 0)); // zostaje na domyślnej pozycji - drawObjectTexture(sphereContext, planetRotate * planetTranslate * planetScale, texture::earth); + drawObjectTexture(sphereContext, planetTranslate * planetRotate * planetScale, texture::earth); glfwSwapBuffers(window); }