diff --git a/projet-code/scenes_inf443/base/shaders/mesh_transparency/frag.glsl b/projet-code/scenes_inf443/base/shaders/mesh_transparency/frag.glsl index 3dd9ad85ae5093c59829c7e34505bbaaf5de4795..1d08c1a638018b98907615c63d941e2c26afbd60 100644 --- a/projet-code/scenes_inf443/base/shaders/mesh_transparency/frag.glsl +++ b/projet-code/scenes_inf443/base/shaders/mesh_transparency/frag.glsl @@ -1,5 +1,4 @@ -#version 300 es // Compatible with OpenGL ES -precision mediump float; +#version 330 core // Fragment shader - this code is executed for every pixel/fragment that belongs to a displayed shape // diff --git a/projet-code/scenes_inf443/base/shaders/mesh_transparency/vert.glsl b/projet-code/scenes_inf443/base/shaders/mesh_transparency/vert.glsl index 2355deef703cbcd15d75a4b9c4d3535e65421b15..14768edda2ba3aac30e766d518fc9da7a84a7941 100644 --- a/projet-code/scenes_inf443/base/shaders/mesh_transparency/vert.glsl +++ b/projet-code/scenes_inf443/base/shaders/mesh_transparency/vert.glsl @@ -1,5 +1,4 @@ -#version 300 es // Compatible with OpenGL ES -precision mediump float; +#version 330 core // Vertex shader - this code is executed for every vertex of the shape diff --git a/projet-code/scenes_inf443/base/src/scene.cpp b/projet-code/scenes_inf443/base/src/scene.cpp index 52392d159857e3a162c7825c433070f1c2326497..4182303ac6f87f7098b68314c4cd8fb243a2aeff 100644 --- a/projet-code/scenes_inf443/base/src/scene.cpp +++ b/projet-code/scenes_inf443/base/src/scene.cpp @@ -366,7 +366,7 @@ void scene_structure::display_ball() { void scene_structure::display_projectiles() { - projectiles.simulate(timer_chain.scale * 0.01f, terrain_length); + projectiles.simulate(timer_chain.scale * 0.03f, terrain_length); for (int i = 0; i < projectiles.N; i++) { projectiles.mesh.model.translation = projectiles.pos[i]; projectiles.mesh.material.color = projectiles.color[i];