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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-18 09:04:25 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-18 09:04:25 +0000 |
commit | c0a0827a29536349f58e21023daf2963fb9247e6 (patch) | |
tree | 84748ccbb46eaad78da5bd8814a671f51fe88653 /application | |
parent | Allow setting any uniform in shaders (diff) | |
download | ilt-c0a0827a29536349f58e21023daf2963fb9247e6.tar.bz2 ilt-c0a0827a29536349f58e21023daf2963fb9247e6.tar.xz ilt-c0a0827a29536349f58e21023daf2963fb9247e6.zip |
Add support for directional light color and an ambient color
Diffstat (limited to 'application')
-rw-r--r-- | application/main.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/application/main.cpp b/application/main.cpp index 7e23a16..bf40f1c 100644 --- a/application/main.cpp +++ b/application/main.cpp @@ -85,6 +85,8 @@ public: camera.RotateY(0.7854); shader.setView(camera.GetViewProjection()); shader.setUniform("lightDirection", glm::normalize(glm::vec3 {1, -1, 0})); + shader.setUniform("lightColor", {.6, .6, .6}); + shader.setUniform("ambientColor", {0.5, 0.5, 0.5}); auto t_start = std::chrono::high_resolution_clock::now(); const auto framelen = std::chrono::milliseconds {1000} / 120; |