glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
}
+void DirectionalLighting::SetLightDirection(const glm::vec3 &dir) {
+ light_direction = -dir;
+ glUniform3f(light_direction_handle, light_direction.x, light_direction.y, light_direction.z);
+}
+
void DirectionalLighting::SetVP(const glm::mat4 &v, const glm::mat4 &p) {
vp = p * v;
}