diff --git a/Escape-the-Dawn/Camera.cpp b/Escape-the-Dawn/Camera.cpp index 316a9a0..51977c3 100644 --- a/Escape-the-Dawn/Camera.cpp +++ b/Escape-the-Dawn/Camera.cpp @@ -95,4 +95,4 @@ void Camera::FarClip(float val) { m_FarClip = val; UpdateProjectionMatrix(); -} +} \ No newline at end of file diff --git a/Escape-the-Dawn/Shaders/Fragment.glsl b/Escape-the-Dawn/Shaders/Fragment.glsl index ca7ef0b..5e3f603 100644 --- a/Escape-the-Dawn/Shaders/Fragment.glsl +++ b/Escape-the-Dawn/Shaders/Fragment.glsl @@ -23,7 +23,7 @@ in VertexData { vec3 ShadowCoord; } Input; -vec3 scene_ambient = vec3(0.98f, 0.95f, 0.8f); +vec3 scene_ambient = vec3(0.98, 0.95, 0.7); out vec4 fragmentColor; diff --git a/Escape-the-Dawn/Systems/PlayerSystem.cpp b/Escape-the-Dawn/Systems/PlayerSystem.cpp index 177b6bf..96cbc8f 100644 --- a/Escape-the-Dawn/Systems/PlayerSystem.cpp +++ b/Escape-the-Dawn/Systems/PlayerSystem.cpp @@ -108,7 +108,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa glm::vec3 Ship_Forward = glm::vec3(glm::vec4(0, 0, 1, 0)); float TurnSpeed = 1.0f; - glm::vec3 Euler = glm::eulerAngles(transform->Orientation); + glm::vec3 Euler = glm::degrees(glm::eulerAngles(transform->Orientation)); if(input->KeyState[GLFW_KEY_LEFT]) { transform->Position -= Ship_Right * (float)dt * (m_PlayerSpeed + Euler.z);