diff --git a/resources/shaders/phong.frag b/resources/shaders/phong.frag index 1d65e41..abf112b 100644 --- a/resources/shaders/phong.frag +++ b/resources/shaders/phong.frag @@ -1,8 +1,8 @@ -#version 330 +#version 330 core in vec3 Normal; in vec3 FragPos; -// in vec4 FragPosLightSpace; +in vec4 FragPosLightSpace; uniform vec3 lightPos; uniform vec3 viewPos; diff --git a/resources/shaders/phong.vert b/resources/shaders/phong.vert index 483839b..5c082ba 100644 --- a/resources/shaders/phong.vert +++ b/resources/shaders/phong.vert @@ -1,4 +1,4 @@ -#version 330 +#version 330 core layout (location = 0) in vec3 position; layout (location = 1) in vec3 normal; diff --git a/src/mesh.cpp b/src/mesh.cpp index 5539181..aa93ade 100644 --- a/src/mesh.cpp +++ b/src/mesh.cpp @@ -97,7 +97,6 @@ void Mesh::render(Shader& shader, Camera& camera) { GLint uniTrans = glGetUniformLocation(shader.getProgram(), "model"); glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model)); - // // View matrice // glm::mat4 view = glm::lookAt( // glm::vec3(1.0f, 1.0f, 1.0f), @@ -109,7 +108,7 @@ void Mesh::render(Shader& shader, Camera& camera) { glUniformMatrix4fv(uniView, 1, GL_FALSE, glm::value_ptr(camera.getViewMatrix())); // Projection matrice - glm::mat4 proj = glm::perspective(glm::radians(45.0f), 1280.0f / 720.0f, 1.0f, 1000.0f);//camera.perspective; + glm::mat4 proj = glm::perspective(glm::radians(45.0f), 1280.0f / 720.0f, 1.0f, 1000.0f); // Get uniform and send it to the GPU GLint uniProj = glGetUniformLocation(shader.getProgram(), "proj"); glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));