diff --git a/res/shaders/basic.glsl b/res/shaders/basic.glsl index 93676f6..3694d51 100644 --- a/res/shaders/basic.glsl +++ b/res/shaders/basic.glsl @@ -28,7 +28,7 @@ in vec3 vFragPos; vec3 lightColour = {1.0, 1.0, 1.0}; vec3 lightPos = {12.0, 2.0, 4.0}; -vec3 objectColour = {1.0, 0.5, 0.4}; +vec3 objectColour = {1.0, 0.74, 0.21}; void main() { // ambient @@ -43,5 +43,5 @@ void main() { vec3 result = (ambient + diffuse) * objectColour; - outColour = vec4((vNormal + 1.0) /2.0, 1.0); + outColour = vec4(vNormal + 1.0 / 2.0, 1.0); } diff --git a/src/preview_renderer/renderer.cpp b/src/preview_renderer/renderer.cpp index ead1be2..edb17e9 100644 --- a/src/preview_renderer/renderer.cpp +++ b/src/preview_renderer/renderer.cpp @@ -29,8 +29,8 @@ RasterizeRenderer::RasterizeRenderer() glBindTexture(GL_TEXTURE_2D, mRenderTargetDepthTexture ); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 800, 600, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);