diff --git a/include/Engine/Rendering/IRenderer.h b/include/Engine/Rendering/IRenderer.h
index 811ecd28..708b87a6 100644
--- a/include/Engine/Rendering/IRenderer.h
+++ b/include/Engine/Rendering/IRenderer.h
@@ -40,9 +40,6 @@ public:
virtual void Draw(RenderFrame& rq) = 0;
virtual PickData Pick(glm::vec2 screenCord) = 0;
-
- World* m_World; //Temp world, untill viktor merge.
-
protected:
Rectangle m_Resolution = Rectangle::Rectangle(1280, 720);
Rectangle m_ViewPortWidth = Rectangle::Rectangle(1280, 720);
diff --git a/resources/Schema/Components.xsd b/resources/Schema/Components.xsd
index ab46b0ea..bb1fd770 100644
--- a/resources/Schema/Components.xsd
+++ b/resources/Schema/Components.xsd
@@ -11,6 +11,7 @@
+
diff --git a/resources/Schema/Components/SceneLight.xml b/resources/Schema/Components/SceneLight.xml
new file mode 100644
index 00000000..80b6b9f4
--- /dev/null
+++ b/resources/Schema/Components/SceneLight.xml
@@ -0,0 +1,7 @@
+
+
+
+ true
+ 2.2
+ 1
+
\ No newline at end of file
diff --git a/resources/Schema/Components/SceneLight.xsd b/resources/Schema/Components/SceneLight.xsd
new file mode 100644
index 00000000..9f8a9705
--- /dev/null
+++ b/resources/Schema/Components/SceneLight.xsd
@@ -0,0 +1,25 @@
+
+
+
+
+
+ Some settings for the scene lighting
+
+
+
+
+ Color of the ambient light
+
+
+ Wether the ambient light should be applied or not
+
+
+ Gamma correction for the scene
+
+
+ The exposure of the camera
+
+
+
+
+
\ No newline at end of file
diff --git a/resources/Schema/Types/Entity.xsd b/resources/Schema/Types/Entity.xsd
index 99b90caa..028af9e6 100644
--- a/resources/Schema/Types/Entity.xsd
+++ b/resources/Schema/Types/Entity.xsd
@@ -31,6 +31,7 @@
+
diff --git a/src/Engine/Rendering/DrawColorCorrectionPass.cpp b/src/Engine/Rendering/DrawColorCorrectionPass.cpp
index 0e3d3db5..9b9e2236 100644
--- a/src/Engine/Rendering/DrawColorCorrectionPass.cpp
+++ b/src/Engine/Rendering/DrawColorCorrectionPass.cpp
@@ -22,8 +22,6 @@ void DrawColorCorrectionPass::InitializeShaderPrograms()
void DrawColorCorrectionPass::Draw(GLuint sceneTexture, GLuint bloomTexture)
{
- ImGui::DragFloat("Exposure", &m_Exposure, 0.01f, 0.f, 10.f, "%.2f", 1.f);
- ImGui::DragFloat("Gamma", &m_Gamma, 0.01f, 0.f, 50.f, "%.2f", 1.f);
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLERROR("DrawScreenQuadPass::Draw: Pre");
diff --git a/src/Engine/Rendering/RenderSystem.cpp b/src/Engine/Rendering/RenderSystem.cpp
index a0912a45..98373a61 100644
--- a/src/Engine/Rendering/RenderSystem.cpp
+++ b/src/Engine/Rendering/RenderSystem.cpp
@@ -244,6 +244,16 @@ void RenderSystem::Update(double dt)
RenderScene scene;
scene.Camera = m_Camera;
scene.Viewport = Rectangle(1280, 720);
+
+ //auto cSceneLight = m_Renderer->m_World->GetComponents("SceneLight");
+ //if (cSceneLight != nullptr) {
+ // m_Gamma = (double)(*cSceneLight->begin())["Gamma"];
+ // m_Exposure = (double)(*cSceneLight->begin())["Exposure"];
+ //}
+
+ //scene.ambient
+ //scene.gamma
+ //scene.exponent
fillModels(scene.OpaqueObjects, scene.TransparentObjects);
fillPointLights(scene.PointLightJobs, m_World);
fillDirectionalLights(scene.DirectionalLightJobs, m_World);