@@ -110,6 +110,7 @@ proc main(): void =
110110 glEnableVertexAttribArray (0 );
111111 glBindVertexArray (0 );
112112
113+ var camera = newCamera (position = vec3 (0.0 f,0 f,3 f))
113114
114115 var lightingShader = newShader (getAppDir ()/ " programs/vertex.glsl" , getAppDir ()/ " programs/fragment.glsl" )
115116
@@ -118,8 +119,9 @@ proc main(): void =
118119 var lightPos: Vec3 [GLfloat ] = vec3 (1.2 f, 1.0 f, 2.0 f)
119120 var lightPosLoc = glGetUniformLocation (lightingShader.id, " lightPos" )
120121 glUniform3f (lightPosLoc, lightPos.x, lightPos.y, lightPos.z)
122+ var viewPosLoc = glGetUniformLocation (lightingShader.id, " viewPos" );
123+ glUniform3f (viewPosLoc, camera.position.x, camera.position.y, camera.position.z)
121124
122- var camera = newCamera (position = vec3 (0.0 f,0 f,3 f))
123125 glClearColor (0 f, 0 f, 0 f, 1 f)
124126 glEnable (GL_DEPTH_TEST )
125127
@@ -152,6 +154,9 @@ proc main(): void =
152154 # Кубик
153155 lightingShader.use ()
154156
157+ viewPosLoc = glGetUniformLocation (lightingShader.id, " viewPos" );
158+ glUniform3f (viewPosLoc, camera.position.x, camera.position.y, camera.position.z)
159+
155160 lightPos = vec3 (1.2 f, 1.0 f, 2.0 f)
156161 lightPosLoc = glGetUniformLocation (lightingShader.id, " lightPos" )
157162 glUniform3f (lightPosLoc, lightPos.x, lightPos.y, lightPos.z)
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