diff --git a/src/5.advanced_lighting/3.1.shadow_mapping/shadow_mapping.cpp b/src/5.advanced_lighting/3.1.shadow_mapping/shadow_mapping.cpp index a9c69ce..f88d674 100644 --- a/src/5.advanced_lighting/3.1.shadow_mapping/shadow_mapping.cpp +++ b/src/5.advanced_lighting/3.1.shadow_mapping/shadow_mapping.cpp @@ -164,7 +164,7 @@ int main() GLfloat near_plane = 1.0f, far_plane = 7.5f; lightProjection = glm::ortho(-10.0f, 10.0f, -10.0f, 10.0f, near_plane, far_plane); //lightProjection = glm::perspective(45.0f, (GLfloat)SHADOW_WIDTH / (GLfloat)SHADOW_HEIGHT, near_plane, far_plane); // Note that if you use a perspective projection matrix you'll have to change the light position as the current light position isn't enough to reflect the whole scene. - lightView = glm::lookAt(lightPos, glm::vec3(0.0f), glm::vec3(1.0)); + lightView = glm::lookAt(lightPos, glm::vec3(0.0f), glm::vec3(0.0, 1.0, 0.0)); lightSpaceMatrix = lightProjection * lightView; // - now render scene from light's point of view simpleDepthShader.Use();