go back to only white light
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@@ -45,7 +45,7 @@ void main()
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// start with ambience
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vec3 result = ambientStrength * baseColor;
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for (int i = 0; i < 3; i++) {
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for (int i = 0; i < 1; i++) {
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vec3 toLight = lights[i].position - worldPosition;
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vec3 L = normalize(toLight);
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float dist = length(toLight);
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@@ -146,26 +146,16 @@ void initGame(GLFWwindow* window, CommandLineOptions gameOptions) {
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ballNode->vertexArrayObjectID = ballVAO;
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ballNode->VAOIndexCount = ballMesh.indices.size();
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for (int i = 0; i < 3; i++) {
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auto* light = new SceneNode();
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light->nodeType = POINT_LIGHT;
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light->lightIdx = i;
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light->lightIdx = 0;
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lightNodes.push_back(light);
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}
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auto* ceilingLight = lightNodes[0];
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auto* padLight = lightNodes[1];
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auto* ballLight = lightNodes[2];
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boxNode->children.push_back(ceilingLight);
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ceilingLight->position = { 0, 10, 0 };
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padNode->children.push_back(padLight);
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padLight->position = { 0, 10, 0 };
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ballNode->children.push_back(ballLight);
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ballLight->position = { 0, 0, 0 };
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std::cout << "loading textures..." << std::endl;
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textureShader = new Gloom::Shader();
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@@ -326,7 +316,7 @@ void updateFrame(GLFWwindow* window) {
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l.position = node->worldPosition;
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switch (node->lightIdx) {
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case 0: l.color = glm::vec3(1, 0, 0); break; // red (ceiling)
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case 0: l.color = glm::vec3(1, 1, 1); break; // red (ceiling)
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case 1: l.color = glm::vec3(0, 1, 0); break; // green (pad)
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case 2: l.color = glm::vec3(0, 0, 1); break; // blue (ball)
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}
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