]> git.localhorst.tv Git - blobs.git/blobdiff - src/app/states.cpp
of course...
[blobs.git] / src / app / states.cpp
index 5e3642b6bb4433cd7073df99daa22c9f163641d9..842b2f1e02c42a8630f4489b775fbb3a5190a172 100644 (file)
@@ -190,9 +190,9 @@ void MasterState::OnRender(graphics::Viewport &viewport) {
                // TODO: source sun's light color and strength
                glm::vec3 pos(cam.View() * cam.Model(*sun)[3]);
                assets.shaders.planet_surface.Activate();
-               assets.shaders.planet_surface.SetLight(num_lights, pos, sun->Color(), sun->Luminosity());
+               assets.shaders.planet_surface.SetLight(num_lights, pos, glm::vec3(sun->Color()), float(sun->Luminosity()));
                assets.shaders.creature_skin.Activate();
-               assets.shaders.creature_skin.SetLight(num_lights, pos, sun->Color(), sun->Luminosity());
+               assets.shaders.creature_skin.SetLight(num_lights, pos, glm::vec3(sun->Color()), float(sun->Luminosity()));
                ++num_lights;
                if (num_lights >= graphics::PlanetSurface::MAX_LIGHTS || num_lights >= graphics::CreatureSkin::MAX_LIGHTS) {
                        break;
@@ -229,7 +229,7 @@ void MasterState::OnRender(graphics::Viewport &viewport) {
                double sun_radius = sun->Radius();
                assets.shaders.sun_surface.SetM(
                        cam.Model(*sun) * glm::scale(glm::vec3(sun_radius, sun_radius, sun_radius)));
-               assets.shaders.sun_surface.SetLight(sun->Color(), sun->Luminosity());
+               assets.shaders.sun_surface.SetLight(glm::vec3(sun->Color()), float(sun->Luminosity()));
                assets.shaders.sun_surface.Draw();
        }