- glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(model));\r
- glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "view"), 1, GL_FALSE, glm::value_ptr(view));\r
- glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), 1, GL_FALSE, glm::value_ptr(proj));\r
+ glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1,\r
+ GL_FALSE, glm::value_ptr(model));\r
+ glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "view"), 1, GL_FALSE,\r
+ glm::value_ptr(view));\r
+ glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), 1,\r
+ GL_FALSE, glm::value_ptr(proj));\r
+\r
+ glUniform3f(glGetUniformLocation(shaderProgram, "objectColor"), 1.0f, 0.5f,\r
+ 0.31f);\r
+ glUniform3f(glGetUniformLocation(shaderProgram, "lightColor"), 1.0f, 1.0f,\r
+ 1.0f);\r
+ glUniform3fv(glGetUniformLocation(shaderProgram, "lightPos"), 1, glm::value_ptr(lightPos));\r