cam.LookAt(glm::vec3(cam_pos), glm::vec3(cam_focus), glm::vec3(cam_up));
assets.shaders.planet_surface.Activate();
assets.shaders.planet_surface.SetV(cam.View());
+ assets.shaders.planet_surface.SetAmbient(glm::vec3(0.04, 0.05, 0.06));
assets.shaders.sky_box.Activate();
assets.shaders.sky_box.SetV(cam.View() * cam.Universe());
assets.shaders.sun_surface.Activate();
assets.shaders.sun_surface.SetV(cam.View());
assets.shaders.creature_skin.Activate();
assets.shaders.creature_skin.SetV(cam.View());
+ assets.shaders.creature_skin.SetAmbient(glm::vec3(0.04, 0.05, 0.06));
int num_lights = 0;
for (auto sun : sim.Suns()) {