Vec3 mid_color = color(0.133, 0.006, 0.612);
Vec3 horiz_color = color(0.612, 0.006, 1.0);
Vec3 zenith_color = color(0.029, 0.029, 0.029);
Vec3 mid_color = color(0.133, 0.006, 0.612);
Vec3 horiz_color = color(0.612, 0.006, 1.0);
Vec3 zenith_color = color(0.029, 0.029, 0.029);
set_uniform_float3(sdr_grid, "grid_color", grid_color.x, grid_color.y, grid_color.z);
set_uniform_float3(sdr_grid, "fog_color", fog_color.x, fog_color.y, fog_color.z);
set_uniform_float3(sdr_grid, "grid_color", grid_color.x, grid_color.y, grid_color.z);
set_uniform_float3(sdr_grid, "fog_color", fog_color.x, fog_color.y, fog_color.z);
- gen_sphere(mesh_skydome, 500.0, 32, 16, 1, 0.5);
+ gen_sphere(mesh_skydome, 100.0, 32, 16, 1, 0.5);
mesh_skydome->flip();
glClearColor(fog_color.x, fog_color.y, fog_color.z, 1.0);
mesh_skydome->flip();
glClearColor(fog_color.x, fog_color.y, fog_color.z, 1.0);