if (pressedKeys[GLFW_KEY_J]) {
lightAngle += 0.5f;
if (lightAngle > 360.0f)
lightAngle -= 360.0f;
glm::vec3 lightDirTr = glm::vec3(glm::rotate(glm::mat4(1.0f), glm::radians(lightAngle), glm::vec3(0.0f, 1.0f, 0.0f)) * glm::vec4(lightDir, 1.0f));
myCustomShader.useShaderProgram();
glUniform3fv(lightDirLoc, 1, glm::value_ptr(lightDirTr));
}
if (pressedKeys[GLFW_KEY_P]) {
lightAngle += 0.5f;
if (lightAngle > 360.0f)
lightAngle -= 360.0f;
glm::vec3 lightDirTr = glm::vec3(glm::rotate(glm::mat4(1.0f), glm::radians(lightAngle), glm::vec3(1.0f, 0.0f, 0.0f)) * glm::vec4(lightDir, 1.0f));
myCustomShader.useShaderProgram();
glUniform3fv(lightDirLoc, 1, glm::value_ptr(lightDirTr));
}
if (pressedKeys[GLFW_KEY_L]) {
lightAngle -= 0.5f;
if (lightAngle < 0.0f)
lightAngle += 360.0f;
glm::vec3 lightDirTr = glm::vec3(glm::rotate(glm::mat4(1.0f), glm::radians(lightAngle), glm::vec3(0.0f, 1.0f, 0.0f)) * glm::vec4(lightDir, 1.0f));
myCustomShader.useShaderProgram();
glUniform3fv(lightDirLoc, 1, glm::value_ptr(lightDirTr));
}