diff --git a/Escape-the-Dawn/Renderer.cpp b/Escape-the-Dawn/Renderer.cpp index 3fb7d2e..428a554 100644 --- a/Escape-the-Dawn/Renderer.cpp +++ b/Escape-the-Dawn/Renderer.cpp @@ -66,7 +66,7 @@ void Renderer::Draw(double _dt) glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP)); glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(ModelsToRender[i]->ModelMatrix)); glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix())); - glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "lightPosition"), 1, glm::value_ptr(glm::vec3(0.0f, 0.0f, 0.0f))); + glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "lightPosition"), 1, glm::value_ptr(glm::vec3(2.0f, 4.0f, 1.0f))); glUniform1f(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), 1.5f); glUniform1f(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), 0.0f); glUniform1f(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), 0.0f);