Code change
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@@ -12,9 +12,6 @@ vec3 objectColour = vec3(0.58, 0.61, 0.627);
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vec3 lightColour = vec3(1.0, 0.0, 1.0);
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void main() {
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float ambientStrength = 0.5;
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vec3 ambient = ambientStrength * lightColour;
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos);
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@@ -22,7 +19,6 @@ void main() {
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vec3 diffuse = diff * lightColour;
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float specularStrength = 0.5;
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vec3 viewDir = normalize(viewPos - FragPos);
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@@ -32,7 +28,6 @@ void main() {
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vec3 specular = specularStrength * spec * lightColour;
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vec3 result = (ambient + diffuse + specular) * objectColour;
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vec3 result = (diffuse + specular) * objectColour;
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outColour = vec4(result, 1.0);
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}
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@@ -113,7 +113,7 @@ int main(int argc, char** argv) {
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// Model matrice
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, {-10.0f, -10.0f, -10.0f});
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model = glm::translate(model, {-15.0f, -15.0f, -15.0f});
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// Gets uniform for model matrice, to be used later
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GLint uniTrans = glGetUniformLocation(simpleShader.getProgram(), "model");
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@@ -143,8 +143,8 @@ int main(int argc, char** argv) {
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// Update tick (60ups)
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if (UPSTimer()) {
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model = glm::rotate(model, glm::radians(0.5f), glm::vec3(0.0f, 0.0f, 1.0f));
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model = glm::rotate(model, glm::radians(0.5f), glm::vec3(1.0f, 0.0f, 0.0f));
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// model = glm::rotate(model, glm::radians(0.5f), glm::vec3(0.0f, 1.0f, 0.0f));
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// model = glm::rotate(model, glm::radians(0.5f), glm::vec3(1.0f, 0.0f, 0.0f));
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model = glm::rotate(model, glm::radians(0.5f), glm::vec3(0.0f, 1.0f, 0.0f));
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glm::vec4 result = model * glm::vec4(1.0f, 0.0f, 0.0f, 1.0f);
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glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));
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