diff --git a/src/graphics/render/Skybox.cpp b/src/graphics/render/Skybox.cpp index ceb455d1..84ac8310 100644 --- a/src/graphics/render/Skybox.cpp +++ b/src/graphics/render/Skybox.cpp @@ -78,7 +78,9 @@ void Skybox::drawBackground( auto backShader = assets.get("background"); backShader->use(); backShader->uniformMatrix("u_view", camera.getView(false)); - backShader->uniform1f("u_zoom", camera.zoom*camera.getFov()/(M_PI*0.5f)); + backShader->uniform1f( + "u_zoom", camera.zoom * camera.getFov() / glm::half_pi() + ); backShader->uniform1f("u_ar", float(width)/float(height)); backShader->uniform1i("u_skybox", 1); bind(); @@ -139,7 +141,11 @@ void Skybox::draw( float sangle = daytime * glm::pi() * 2.0 + sprite.phase; float distance = sprite.distance * depthScale; - glm::mat4 rotation = glm::rotate(glm::mat4(1.0f), -sangle + glm::pi() * 0.5f, glm::vec3(0, 0, -1)); + glm::mat4 rotation = glm::rotate( + glm::mat4(1.0f), + -sangle + glm::pi() * 0.5f, + glm::vec3(0, 0, -1) + ); rotation = glm::rotate(rotation, sprite.altitude, glm::vec3(1, 0, 0)); glm::vec3 pos = glm::vec4(0, distance, 0, 1) * rotation; glm::vec3 up = glm::vec4(depthScale, 0, 0, 1) * rotation;