int num_lights = 0;
for (auto sun : sim.Suns()) {
- // 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, glm::vec3(sun->Color()), float(sun->Luminosity()));
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();
}