currentWorld->draw(player);
#ifdef SHADERS
++<<<<<<< Updated upstream
+ glUseProgramObjectARB(shaderProgram);
+ glUniform2f(glGetUniformLocation(shaderProgram, "lightLocation"), 640,100);
+ glUniform3f(glGetUniformLocation(shaderProgram, "lightColor"), 1,1,1);
+ glUniform1f(glGetUniformLocation(shaderProgram, "lightStrength"), 100 + (1000-(shade*10)));
+ std::cout << 100 + (1000-(shade*10)) << std::endl;
+ //glBlendFunc(GL_ONE, GL_ONE);
+ #endif //SHADERS
+
+ glColor4ub(0,0,0,200);
+ glRectf(offset.x-SCREEN_WIDTH/2,0,offset.x+SCREEN_WIDTH/2,SCREEN_HEIGHT);
+
+ #ifdef SHADERS
++=======
++>>>>>>> Stashed changes
glUseProgramObjectARB(0);
#endif //SHADERS