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- //---- Earth -----------
- glBindTexture( GL_TEXTURE_2D, textures[4] );
- glUniform1i( glGetUniformLocation(program, "light_out"),false);
- glUniform1i( glGetUniformLocation(program, "texture_on"), true );
- glUniform1f( glGetUniformLocation(program, "st_factor"), 1.0 );
- //-- Light and Materials
- SetMaterial( vec4(1.0,1.0,1.0,1.0), vec4(1.0,1.0,1.0,1.0), vec4(1.0,1.0,1.0,1.0), 2.0);
- transform_bube = Translate ( 0.0, 0, 0) * Scale (1,1,1);
- transform_bube = RotateY(ear_orb) * Translate(0, 0, 18) * transform_bube;
- //-- Don't touch
- glUniformMatrix4fv( glGetUniformLocation( program, "model" ), 1, GL_TRUE, transform_bube );
- glVertexAttribPointer( vPosition, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(SPHERE_OFFSET) );
- glVertexAttribPointer( vNormal, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(SPHERE_N_OFFSET) );
- glVertexAttribPointer( vTexCoord, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(SPHERE_TEX_OFFSET) );
- glDrawArrays( GL_TRIANGLES, 0, NumVerticesSphere );
- //------------- Toggle light_out
- glUniform1i( glGetUniformLocation(program, "texture_on"), false );
- // ---- Earth's Moon ------------------
- glBindTexture( GL_TEXTURE_2D, textures[10] );
- glUniform1i( glGetUniformLocation(program, "texture_on"), true );
- glUniform1f( glGetUniformLocation(program, "st_factor"), 1.0 );
- //-- Light and Materials
- // SetMaterial( vec4(0.0,0.0,0.0,0.0), vec4(0.0,0.0,0.0,0.0), vec4(0.0,0.0,0.0,0.0), 0.0);
- transform_bube = RotateY(ear_orb) * Translate(0,0,18);
- transform_bube = transform_bube * RotateY(moon_orb) * Translate(0,0,2) * Scale(0.45, 0.45, 0.45);
- //-- Don't touch
- glUniformMatrix4fv( glGetUniformLocation( program, "model" ), 1, GL_TRUE, transform_bube );
- glVertexAttribPointer( vPosition, 4, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(SPHERE_OFFSET) );
- glVertexAttribPointer( vNormal, 3, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(SPHERE_N_OFFSET) );
- glVertexAttribPointer( vTexCoord, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(SPHERE_TEX_OFFSET) );
- glDrawArrays( GL_TRIANGLES, 0, NumVerticesSphere );
- //------------- Toggle light_out
- glUniform1i( glGetUniformLocation(program, "texture_on"), false );
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