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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-18 00:28:36 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-18 00:28:36 +0000 |
commit | d5451aa5215bff05eb8f389ff37554dbd88853f8 (patch) | |
tree | a86f4f6a7350d64368b8b3b62097818f2feb8639 /application | |
parent | Split landmass and water textures (diff) | |
download | ilt-d5451aa5215bff05eb8f389ff37554dbd88853f8.tar.bz2 ilt-d5451aa5215bff05eb8f389ff37554dbd88853f8.tar.xz ilt-d5451aa5215bff05eb8f389ff37554dbd88853f8.zip |
Allow setting any uniform in shaders
Move less commonly used (lightDirection) to a named one
Diffstat (limited to 'application')
-rw-r--r-- | application/main.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/application/main.cpp b/application/main.cpp index 41bc15a..7e23a16 100644 --- a/application/main.cpp +++ b/application/main.cpp @@ -84,7 +84,7 @@ public: camera.Pitch(0.24); camera.RotateY(0.7854); shader.setView(camera.GetViewProjection()); - shader.setLight(glm::normalize(glm::vec3 {1, -1, 0})); + shader.setUniform("lightDirection", glm::normalize(glm::vec3 {1, -1, 0})); auto t_start = std::chrono::high_resolution_clock::now(); const auto framelen = std::chrono::milliseconds {1000} / 120; |