From 973237b19f70644f4993e371b9d86e177c50131b Mon Sep 17 00:00:00 2001
From: =?UTF-8?q?No=C3=A9?= <noe.artru@polytechnique.org>
Date: Tue, 16 May 2023 10:44:59 +0200
Subject: [PATCH] Tree Fix

---
 .../scenes_inf443/base/shaders/mesh_transparency/frag.glsl     | 3 +--
 .../scenes_inf443/base/shaders/mesh_transparency/vert.glsl     | 3 +--
 projet-code/scenes_inf443/base/src/scene.cpp                   | 2 +-
 3 files changed, 3 insertions(+), 5 deletions(-)

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 3dd9ad8..1d08c1a 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 2355dee..14768ed 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 52392d1..4182303 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];
-- 
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