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-rw-r--r--main.cpp17
1 files changed, 11 insertions, 6 deletions
diff --git a/main.cpp b/main.cpp
index f017023..848d80f 100644
--- a/main.cpp
+++ b/main.cpp
@@ -210,7 +210,7 @@ typedef enum {
RAIN
} WEATHER;
-#define DAY_CYCLE 10000
+#define DAY_CYCLE 3000
static WEATHER weather = SUNNY;
static vec2 star[100];
@@ -362,7 +362,7 @@ int main(int argc, char *argv[]){
fragShader = glCreateShader(GL_FRAGMENT_SHADER);
- std::string shaderFileContents = readFile("test.frag");
+ std::string shaderFileContents = readFile("shader.frag");
const GLchar *shaderSource = shaderFileContents.c_str();
GLint bufferln = GL_FALSE;
@@ -724,15 +724,20 @@ void render(){
*/
player->near=true; // Draw the player's name
+
+ currentWorld->draw(player);
#ifdef SHADERS
glUseProgramObjectARB(shaderProgram);
- glUniform2f(glGetUniformLocation(shaderProgram, "lightLocation"), 0,100);
- glUniform3f(glGetUniformLocation(shaderProgram, "lightColor"), 255,255,255);
+ 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
-
- currentWorld->draw(player);
+
+ glColor4ub(0,0,0,200);
+ glRectf(offset.x-SCREEN_WIDTH/2,0,offset.x+SCREEN_WIDTH/2,SCREEN_HEIGHT);
#ifdef SHADERS
glUseProgramObjectARB(0);