diff --git a/src/5.advanced_lighting/2.gamma_correction/gamma_correction.cpp b/src/5.advanced_lighting/2.gamma_correction/gamma_correction.cpp index 54f84b7..58701c3 100644 --- a/src/5.advanced_lighting/2.gamma_correction/gamma_correction.cpp +++ b/src/5.advanced_lighting/2.gamma_correction/gamma_correction.cpp @@ -35,7 +35,7 @@ GLfloat deltaTime = 0.0f; GLfloat lastFrame = 0.0f; // Options -GLboolean gamma = false; +GLboolean gammaEnabled = false; // The MAIN function, from here we start our application and run our Game loop int main() @@ -141,14 +141,14 @@ int main() glUniform3fv(glGetUniformLocation(shader.Program, "lightPositions"), 4, &lightPositions[0][0]); glUniform3fv(glGetUniformLocation(shader.Program, "lightColors"), 4, &lightColors[0][0]); glUniform3fv(glGetUniformLocation(shader.Program, "viewPos"), 1, &camera.Position[0]); - glUniform1i(glGetUniformLocation(shader.Program, "gamma"), gamma); + glUniform1i(glGetUniformLocation(shader.Program, "gamma"), gammaEnabled); // Floor glBindVertexArray(planeVAO); - glBindTexture(GL_TEXTURE_2D, gamma ? floorTextureGammaCorrected : floorTexture); + glBindTexture(GL_TEXTURE_2D, gammaEnabled ? floorTextureGammaCorrected : floorTexture); glDrawArrays(GL_TRIANGLES, 0, 6); glBindVertexArray(0); - std::cout << (gamma ? "Gamma enabled" : "Gamma disabled") << std::endl; + std::cout << (gammaEnabled ? "Gamma enabled" : "Gamma disabled") << std::endl; // Swap the buffers glfwSwapBuffers(window); @@ -201,7 +201,7 @@ void Do_Movement() if (keys[GLFW_KEY_SPACE] && !keysPressed[GLFW_KEY_SPACE]) { - gamma = !gamma; + gammaEnabled = !gammaEnabled; keysPressed[GLFW_KEY_SPACE] = true; } } @@ -247,4 +247,4 @@ void mouse_callback(GLFWwindow* window, double xpos, double ypos) void scroll_callback(GLFWwindow* window, double xoffset, double yoffset) { camera.ProcessMouseScroll(yoffset); -} \ No newline at end of file +}