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];