Here's what it looks like now
glUniform3f(glGetUniformLocation(node->getShaderProg(), "DirectionalLight1.direction"), 0.0f, -0.8f, -1.0f); glUniform4f(glGetUniformLocation(node->getShaderProg(), "DirectionalLight1.ambient"), 1.0f, 1.0f, 1.0f, 1.0f); glUniform4f(glGetUniformLocation(node->getShaderProg(), "DirectionalLight1.diffuse"), 1.0f, 1.0f, 1.0f, 1.0f); glUniform4f(glGetUniformLocation(node->getShaderProg(), "DirectionalLight1.specular"), 1.0f, 1.0f, 1.0f, 1.0f);