diff --git a/.idea/.idea.KhaoticEngineReborn/.idea/discord.xml b/.idea/.idea.KhaoticEngineReborn/.idea/discord.xml
new file mode 100644
index 0000000..912db82
--- /dev/null
+++ b/.idea/.idea.KhaoticEngineReborn/.idea/discord.xml
@@ -0,0 +1,14 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<project version="4">
+  <component name="DiscordProjectSettings">
+    <option name="show" value="PROJECT_FILES" />
+    <option name="description" value="" />
+    <option name="applicationTheme" value="default" />
+    <option name="iconsTheme" value="default" />
+    <option name="button1Title" value="" />
+    <option name="button1Url" value="" />
+    <option name="button2Title" value="" />
+    <option name="button2Url" value="" />
+    <option name="customApplicationId" value="" />
+  </component>
+</project>
\ No newline at end of file
diff --git a/.idea/.idea.KhaoticEngineReborn/.idea/encodings.xml b/.idea/.idea.KhaoticEngineReborn/.idea/encodings.xml
new file mode 100644
index 0000000..24f3ba2
--- /dev/null
+++ b/.idea/.idea.KhaoticEngineReborn/.idea/encodings.xml
@@ -0,0 +1,8 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<project version="4">
+  <component name="Encoding">
+    <file url="file://$PROJECT_DIR$/enginecustom/src/src/system/applicationclass.cpp" charset="windows-1252" />
+    <file url="file://$PROJECT_DIR$/enginecustom/src/src/system/imguiManager.cpp" charset="windows-1252" />
+    <file url="PROJECT" charset="windows-1252" />
+  </component>
+</project>
\ No newline at end of file
diff --git a/.idea/.idea.KhaoticEngineReborn/.idea/material_theme_project_new.xml b/.idea/.idea.KhaoticEngineReborn/.idea/material_theme_project_new.xml
index b3ff0c7..0f9005c 100644
--- a/.idea/.idea.KhaoticEngineReborn/.idea/material_theme_project_new.xml
+++ b/.idea/.idea.KhaoticEngineReborn/.idea/material_theme_project_new.xml
@@ -3,7 +3,9 @@
   <component name="MaterialThemeProjectNewConfig">
     <option name="metadata">
       <MTProjectMetadataState>
-        <option name="userId" value="-6a4cade4:194a9b80ce0:-7ffa" />
+        <option name="migrated" value="true" />
+        <option name="pristineConfig" value="false" />
+        <option name="userId" value="4025287c:194ad69ad19:-7ff7" />
       </MTProjectMetadataState>
     </option>
   </component>
diff --git a/.idea/.idea.KhaoticEngineReborn/.idea/projectSettingsUpdater.xml b/.idea/.idea.KhaoticEngineReborn/.idea/projectSettingsUpdater.xml
index 64af657..4bb9f4d 100644
--- a/.idea/.idea.KhaoticEngineReborn/.idea/projectSettingsUpdater.xml
+++ b/.idea/.idea.KhaoticEngineReborn/.idea/projectSettingsUpdater.xml
@@ -1,7 +1,6 @@
 <?xml version="1.0" encoding="UTF-8"?>
 <project version="4">
   <component name="RiderProjectSettingsUpdater">
-    <option name="singleClickDiffPreview" value="1" />
-    <option name="vcsConfiguration" value="3" />
+    <option name="vcsConfiguration" value="2" />
   </component>
 </project>
\ No newline at end of file
diff --git a/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml b/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
index 0eb482a..d1b362c 100644
--- a/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
+++ b/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml
@@ -1,10 +1,77 @@
 <?xml version="1.0" encoding="UTF-8"?>
 <project version="4">
-  <component name="RunManager" selected="C/C++ Project.enginecustom">
+  <component name="AutoImportSettings">
+    <option name="autoReloadType" value="SELECTIVE" />
+  </component>
+  <component name="ChangeListManager">
+    <list default="true" id="e81d6e08-efc7-40a0-909d-ec4943d948e9" name="Changes" comment="">
+      <change afterPath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/discord.xml" afterDir="false" />
+      <change afterPath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/encodings.xml" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/material_theme_project_new.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/material_theme_project_new.xml" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/projectSettingsUpdater.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/projectSettingsUpdater.xml" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.KhaoticEngineReborn/.idea/workspace.xml" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/enginecustom/assets/Texture/imgui.ini" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/assets/Texture/imgui.ini" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/enginecustom/imgui.ini" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/imgui.ini" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/enginecustom/shader-error.txt" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/shader-error.txt" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/enginecustom/src/hlsl/celshading.ps" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/hlsl/celshading.ps" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/enginecustom/src/hlsl/celshading.vs" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/hlsl/celshading.vs" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/enginecustom/src/inc/shader/CelShadingShader.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/shader/CelShadingShader.h" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/enginecustom/src/inc/shader/shadermanagerclass.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/shader/shadermanagerclass.h" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/applicationclass.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/applicationclass.h" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/enginecustom/src/inc/system/imguiManager.h" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/inc/system/imguiManager.h" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/enginecustom/src/src/shader/CelShadingShader.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/shader/CelShadingShader.cpp" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/enginecustom/src/src/shader/shadermanagerclass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/shader/shadermanagerclass.cpp" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/applicationclass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/applicationclass.cpp" afterDir="false" />
+      <change beforePath="$PROJECT_DIR$/enginecustom/src/src/system/imguiManager.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/enginecustom/src/src/system/imguiManager.cpp" afterDir="false" />
+    </list>
+    <option name="SHOW_DIALOG" value="false" />
+    <option name="HIGHLIGHT_CONFLICTS" value="true" />
+    <option name="HIGHLIGHT_NON_ACTIVE_CHANGELIST" value="false" />
+    <option name="LAST_RESOLUTION" value="IGNORE" />
+  </component>
+  <component name="Git.Settings">
+    <option name="RECENT_GIT_ROOT_PATH" value="$PROJECT_DIR$" />
+  </component>
+  <component name="HighlightingSettingsPerFile">
+    <setting file="file://$PROJECT_DIR$/enginecustom/src/src/shader/CelShadingShader.cpp" root0="FORCE_HIGHLIGHTING" />
+  </component>
+  <component name="ProjectColorInfo">{
+  &quot;associatedIndex&quot;: 6
+}</component>
+  <component name="ProjectId" id="2sGIWDeT5ixyzDQ0he4A3RFpG9W" />
+  <component name="ProjectViewState">
+    <option name="hideEmptyMiddlePackages" value="true" />
+    <option name="showLibraryContents" value="true" />
+  </component>
+  <component name="PropertiesComponent"><![CDATA[{
+  "keyToString": {
+    "ASKED_SHARE_PROJECT_CONFIGURATION_FILES": "true",
+    "C++ Project.enginecustom.executor": "Run",
+    "RunOnceActivity.ShowReadmeOnStart": "true",
+    "SHARE_PROJECT_CONFIGURATION_FILES": "true",
+    "git-widget-placeholder": "main",
+    "node.js.detected.package.eslint": "true",
+    "node.js.detected.package.tslint": "true",
+    "node.js.selected.package.eslint": "(autodetect)",
+    "node.js.selected.package.tslint": "(autodetect)",
+    "nodejs_package_manager_path": "npm",
+    "settings.editor.selected.configurable": "preferences.fileTypes",
+    "vue.rearranger.settings.migration": "true"
+  },
+  "keyToStringList": {
+    "rider.external.source.directories": [
+      "C:\\Users\\arivas\\AppData\\Roaming\\JetBrains\\Rider2024.1\\resharper-host\\DecompilerCache",
+      "C:\\Users\\arivas\\AppData\\Roaming\\JetBrains\\Rider2024.1\\resharper-host\\SourcesCache",
+      "C:\\Users\\arivas\\AppData\\Local\\Symbols\\src"
+    ]
+  }
+}]]></component>
+  <component name="RunManager" selected="C++ Project.enginecustom">
     <configuration name="KhaoticDemo" type="CppProject" factoryName="C++ Project">
-      <configuration_1 setup="1">
+      <configuration_1>
         <option name="CONFIGURATION" value="Debug" />
         <option name="PLATFORM" value="x64" />
+        <option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/KhaoticDemo/KhaoticDemo.vcxproj" />
         <option name="CURRENT_LAUNCH_PROFILE" value="Local" />
         <option name="EXE_PATH" value="$(LocalDebuggerCommand)" />
         <option name="PROGRAM_PARAMETERS" value="$(LocalDebuggerCommandArguments)" />
@@ -12,19 +79,18 @@
         <option name="PASS_PARENT_ENVS" value="1" />
         <option name="USE_EXTERNAL_CONSOLE" value="0" />
         <option name="TERMINAL_INTERACTION_BEHAVIOR" value="AUTO_DETECT" />
-        <option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/KhaoticDemo/KhaoticDemo.vcxproj" />
       </configuration_1>
       <option name="DEFAULT_PROJECT_PATH" value="$PROJECT_DIR$/KhaoticDemo/KhaoticDemo.vcxproj" />
-      <option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/KhaoticDemo/KhaoticDemo.vcxproj" />
       <option name="AUTO_SELECT_PRIORITY" value="0" />
       <method v="2">
         <option name="Build" />
       </method>
     </configuration>
     <configuration name="enginecustom" type="CppProject" factoryName="C++ Project">
-      <configuration_1 setup="1">
+      <configuration_1>
         <option name="CONFIGURATION" value="Debug" />
         <option name="PLATFORM" value="x64" />
+        <option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/enginecustom/enginecustom.vcxproj" />
         <option name="CURRENT_LAUNCH_PROFILE" value="Local" />
         <option name="EXE_PATH" value="$(LocalDebuggerCommand)" />
         <option name="PROGRAM_PARAMETERS" value="$(LocalDebuggerCommandArguments)" />
@@ -32,14 +98,34 @@
         <option name="PASS_PARENT_ENVS" value="1" />
         <option name="USE_EXTERNAL_CONSOLE" value="0" />
         <option name="TERMINAL_INTERACTION_BEHAVIOR" value="AUTO_DETECT" />
-        <option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/enginecustom/enginecustom.vcxproj" />
       </configuration_1>
       <option name="DEFAULT_PROJECT_PATH" value="$PROJECT_DIR$/enginecustom/enginecustom.vcxproj" />
-      <option name="PROJECT_FILE_PATH" value="$PROJECT_DIR$/enginecustom/enginecustom.vcxproj" />
       <option name="AUTO_SELECT_PRIORITY" value="0" />
       <method v="2">
         <option name="Build" />
       </method>
     </configuration>
   </component>
+  <component name="SpellCheckerSettings" RuntimeDictionaries="0" Folders="0" CustomDictionaries="0" DefaultDictionary="application-level" UseSingleDictionary="true" transferred="true" />
+  <component name="TaskManager">
+    <task active="true" id="Default" summary="Default task">
+      <changelist id="e81d6e08-efc7-40a0-909d-ec4943d948e9" name="Changes" comment="" />
+      <created>1738075515913</created>
+      <option name="number" value="Default" />
+      <option name="presentableId" value="Default" />
+      <updated>1738075515913</updated>
+      <workItem from="1738075517746" duration="553000" />
+      <workItem from="1738076088229" duration="80000" />
+      <workItem from="1738076192788" duration="19000" />
+      <workItem from="1738076222547" duration="6131000" />
+    </task>
+    <servers />
+  </component>
+  <component name="TypeScriptGeneratedFilesManager">
+    <option name="version" value="3" />
+  </component>
+  <component name="UnityProjectConfiguration" hasMinimizedUI="false" />
+  <component name="VcsManagerConfiguration">
+    <option name="CLEAR_INITIAL_COMMIT_MESSAGE" value="true" />
+  </component>
 </project>
\ No newline at end of file
diff --git a/enginecustom/assets/Texture/imgui.ini b/enginecustom/assets/Texture/imgui.ini
index 244abcd..cfd977a 100644
--- a/enginecustom/assets/Texture/imgui.ini
+++ b/enginecustom/assets/Texture/imgui.ini
@@ -1,28 +1,89 @@
 [Window][Debug##Default]
 Pos=60,60
 Size=400,400
+Collapsed=0
 
 [Window][Khaotic Engine]
-Pos=1142,43
-Size=392,273
+Pos=1180,27
+Size=396,826
+Collapsed=0
+DockId=0x00000005,0
 
 [Window][Objects]
-Pos=598,29
-Size=457,294
+Pos=8,27
+Size=290,826
+Collapsed=0
+DockId=0x0000000A,0
 
 [Window][Terrain]
-Pos=58,62
-Size=342,82
+Pos=8,27
+Size=290,487
+Collapsed=0
+DockId=0x00000009,0
 
 [Window][Light]
-Pos=1548,17
-Size=358,535
+Pos=8,27
+Size=290,487
+Collapsed=0
+DockId=0x00000009,1
 
 [Window][Shader Manager]
-Pos=471,90
-Size=180,79
+Pos=8,27
+Size=330,487
+Collapsed=0
+DockId=0x00000001,2
 
 [Window][Engine Settings]
-Pos=106,212
-Size=407,81
+Pos=1516,27
+Size=396,974
+Collapsed=0
+DockId=0x00000005,1
+
+[Window][DockSpace Demo]
+Size=1584,861
+Collapsed=0
+
+[Window][Render Window]
+Pos=300,27
+Size=878,826
+Collapsed=0
+DockId=0x00000002,0
+
+[Window][DockSpace]
+Pos=0,0
+Size=1584,861
+Collapsed=0
+
+[Window][Add Object]
+Pos=1188,0
+Size=396,430
+Collapsed=0
+
+[Window][Log]
+Pos=8,518
+Size=1568,335
+Collapsed=0
+DockId=0x0000000C,0
+
+[Window][Log Window]
+Pos=8,775
+Size=1904,226
+Collapsed=0
+DockId=0x0000000E,0
+
+[Docking][Data]
+DockSpace         ID=0xC0DFADC4 Pos=8,27 Size=1568,826 Split=X
+  DockNode        ID=0x00000001 Parent=0xC0DFADC4 SizeRef=330,1094 Selected=0x393905AB
+  DockNode        ID=0x00000003 Parent=0xC0DFADC4 SizeRef=1700,1094 CentralNode=1
+DockSpace         ID=0xCCBD8CF7 Window=0x3DA2F1DE Pos=8,27 Size=1568,826 Split=Y
+  DockNode        ID=0x0000000D Parent=0xCCBD8CF7 SizeRef=1568,598 Split=Y
+    DockNode      ID=0x0000000B Parent=0x0000000D SizeRef=1568,637 Split=X
+      DockNode    ID=0x00000007 Parent=0x0000000B SizeRef=290,826 Split=Y Selected=0x393905AB
+        DockNode  ID=0x00000009 Parent=0x00000007 SizeRef=395,413 Selected=0x393905AB
+        DockNode  ID=0x0000000A Parent=0x00000007 SizeRef=395,411 Selected=0x031DC75C
+      DockNode    ID=0x00000008 Parent=0x0000000B SizeRef=1276,826 Split=X
+        DockNode  ID=0x00000002 Parent=0x00000008 SizeRef=878,826 CentralNode=1 Selected=0x9204953B
+        DockNode  ID=0x00000005 Parent=0x00000008 SizeRef=396,826 Selected=0x9F035453
+    DockNode      ID=0x0000000C Parent=0x0000000D SizeRef=1568,335 Selected=0x139FDA3F
+  DockNode        ID=0x0000000E Parent=0xCCBD8CF7 SizeRef=1568,226 Selected=0xAB74BEE9
 
diff --git a/enginecustom/imgui.ini b/enginecustom/imgui.ini
index 3903abd..cfd977a 100644
--- a/enginecustom/imgui.ini
+++ b/enginecustom/imgui.ini
@@ -10,20 +10,20 @@ Collapsed=0
 DockId=0x00000005,0
 
 [Window][Objects]
-Pos=8,442
-Size=290,411
+Pos=8,27
+Size=290,826
 Collapsed=0
 DockId=0x0000000A,0
 
 [Window][Terrain]
 Pos=8,27
-Size=290,826
+Size=290,487
 Collapsed=0
 DockId=0x00000009,0
 
 [Window][Light]
 Pos=8,27
-Size=290,826
+Size=290,487
 Collapsed=0
 DockId=0x00000009,1
 
@@ -34,8 +34,8 @@ Collapsed=0
 DockId=0x00000001,2
 
 [Window][Engine Settings]
-Pos=1180,27
-Size=396,826
+Pos=1516,27
+Size=396,974
 Collapsed=0
 DockId=0x00000005,1
 
@@ -44,8 +44,8 @@ Size=1584,861
 Collapsed=0
 
 [Window][Render Window]
-Pos=8,27
-Size=1170,826
+Pos=300,27
+Size=878,826
 Collapsed=0
 DockId=0x00000002,0
 
@@ -66,8 +66,8 @@ Collapsed=0
 DockId=0x0000000C,0
 
 [Window][Log Window]
-Pos=8,627
-Size=1568,226
+Pos=8,775
+Size=1904,226
 Collapsed=0
 DockId=0x0000000E,0
 
diff --git a/enginecustom/shader-error.txt b/enginecustom/shader-error.txt
index a0b1877..1cff77c 100644
Binary files a/enginecustom/shader-error.txt and b/enginecustom/shader-error.txt differ
diff --git a/enginecustom/src/hlsl/celshading.ps b/enginecustom/src/hlsl/celshading.ps
index ff3ee0e..b9bfe03 100644
--- a/enginecustom/src/hlsl/celshading.ps
+++ b/enginecustom/src/hlsl/celshading.ps
@@ -1,34 +1,78 @@
-cbuffer LightBuffer
+/////////////
+// GLOBALS //
+/////////////
+Texture2D shaderTexture : register(t0);
+SamplerState SampleType : register(s0);
+cbuffer SunLightBuffer
 {
+    float4 ambientColor;
     float4 diffuseColor;
     float3 lightDirection;
-    float padding; // Padding to ensure the structure is a multiple of 16 bytes.
-    float3 lightPosition; // Add light position
-    float padding2; // Padding to ensure the structure is a multiple of 16 bytes.
-    float constantAttenuation;
-    float linearAttenuation;
-    float quadraticAttenuation;
-    float padding3; // Padding to ensure the structure is a multiple of 16 bytes.
+    float intensity;
 };
 
-Texture2D shaderTexture;
-SamplerState SampleType;
+cbuffer SunLightColorBuffer
+{
+    float4 sunColor;
+};
 
+//////////////
+// TYPEDEFS //
+//////////////
 struct PixelInputType
 {
     float4 position : SV_POSITION;
-    float3 normal : NORMAL;
     float2 tex : TEXCOORD0;
-    float3 worldPos : TEXCOORD1; // Add world position
+    float3 normal : NORMAL;
 };
 
-float4 CelShadingPixelShader(PixelInputType input) : SV_TARGET
+////////////////////////////////////////////////////////////////////////////////
+// Pixel Shader
+////////////////////////////////////////////////////////////////////////////////
+float4 SunLightPixelShader(PixelInputType input) : SV_TARGET
 {
-    // Normalize the normal
-    float3 normal = normalize(input.normal);
+    float4 textureColor;
+    float4 color;
+    float lightIntensity;
+    float4 colorArray;
+    float4 colorSum;
 
-    // Convert the normal to a color
-    float4 color = float4((normal + 1.0f) * 0.5f, 1.0f);
+    // Sample the pixel color from the texture using the sampler at this texture coordinate location.
+    textureColor = shaderTexture.Sample(SampleType, input.tex);
+
+    // Calculate the different amounts of light on this pixel based on the direction of the light.
+    lightIntensity = saturate(dot(input.normal, -lightDirection));
+    
+    if(lightIntensity > 0.95f)
+    {
+        lightIntensity = 1.0f;
+    }
+    else if(lightIntensity > 0.5f)
+    {
+        lightIntensity = 0.75f;
+    }
+    else if(lightIntensity > 0.25f)
+    {
+        lightIntensity = 0.5f;
+    }
+    else
+    {
+        lightIntensity = 0.25f;
+    }
+
+    // Determine the diffuse color amount of the light.
+    colorArray = (diffuseColor * lightIntensity) * intensity;
+
+    // Initialize the sum of colors.
+    colorSum = float4(0.0f, 0.0f, 0.0f, 1.0f);
+
+    // Add the light color.
+    colorSum.r += colorArray.r;
+    colorSum.g += colorArray.g;
+    colorSum.b += colorArray.b;
+
+    // Multiply the texture pixel by the light color to get the final result.
+    color = saturate(colorSum) * textureColor;
 
     return color;
 }
diff --git a/enginecustom/src/hlsl/celshading.vs b/enginecustom/src/hlsl/celshading.vs
index 774baf8..e704290 100644
--- a/enginecustom/src/hlsl/celshading.vs
+++ b/enginecustom/src/hlsl/celshading.vs
@@ -1,3 +1,6 @@
+/////////////
+// GLOBALS //
+/////////////
 cbuffer MatrixBuffer
 {
     matrix worldMatrix;
@@ -5,22 +8,42 @@ cbuffer MatrixBuffer
     matrix projectionMatrix;
 };
 
+cbuffer CameraBuffer
+{
+    float3 cameraPosition;
+    float padding;
+};
+
+cbuffer SunLightBuffer
+{
+    float4 ambientColor; // Color of the ambient light.
+    float4 diffuseColor; // Color of the diffuse light.
+    float3 lightDirection; // Direction of the light.
+    float intensity; // Intensity of the light.
+    
+};
+
+//////////////
+// TYPEDEFS //
+//////////////
 struct VertexInputType
 {
     float4 position : POSITION;
-    float3 normal : NORMAL;
     float2 tex : TEXCOORD0;
+    float3 normal : NORMAL;
 };
 
 struct PixelInputType
 {
     float4 position : SV_POSITION;
-    float3 normal : NORMAL;
     float2 tex : TEXCOORD0;
-    float3 worldPos : TEXCOORD1; // Add world position
+    float3 normal : NORMAL;
 };
 
-PixelInputType CelShadingVertexShader(VertexInputType input)
+////////////////////////////////////////////////////////////////////////////////
+// Vertex Shader
+////////////////////////////////////////////////////////////////////////////////
+PixelInputType SunLightVertexShader(VertexInputType input)
 {
     PixelInputType output;
 
@@ -28,18 +51,18 @@ PixelInputType CelShadingVertexShader(VertexInputType input)
     input.position.w = 1.0f;
 
     // Calculate the position of the vertex against the world, view, and projection matrices.
-    float4 worldPosition = mul(input.position, worldMatrix);
-    output.position = mul(worldPosition, viewMatrix);
+    output.position = mul(input.position, worldMatrix);
+    output.position = mul(output.position, viewMatrix);
     output.position = mul(output.position, projectionMatrix);
-
-    // Pass the normal to the pixel shader
-    output.normal = mul((float3x3)worldMatrix, input.normal);
-
-    // Pass the world position to the pixel shader
-    output.worldPos = worldPosition.xyz;
-
+    
     // Store the texture coordinates for the pixel shader.
     output.tex = input.tex;
+    
+    // Calculate the normal vector against the world matrix only.
+    output.normal = mul(input.normal, (float3x3) worldMatrix);
+	
+    // Normalize the normal vector.
+    output.normal = normalize(output.normal);
 
     return output;
 }
diff --git a/enginecustom/src/inc/shader/CelShadingShader.h b/enginecustom/src/inc/shader/CelShadingShader.h
index 141c6a3..7522ea1 100644
--- a/enginecustom/src/inc/shader/CelShadingShader.h
+++ b/enginecustom/src/inc/shader/CelShadingShader.h
@@ -1,9 +1,5 @@
-#ifndef _CELSHADINGSHADER_H_
-#define _CELSHADINGSHADER_H_
+#pragma once
 
-//////////////
-// INCLUDES //
-//////////////
 #include "Logger.h"
 #include <d3d11.h>
 #include <d3dcompiler.h>
@@ -12,57 +8,57 @@
 using namespace DirectX;
 using namespace std;
 
-////////////////////////////////////////////////////////////////////////////////
-// Class name: CelShadingShader
-////////////////////////////////////////////////////////////////////////////////
-class CelShadingShader
+class CelshadeClass
 {
-private:
-    struct MatrixBufferType
+
+    private :
+        struct MatrixBufferType
     {
         XMMATRIX world;
         XMMATRIX view;
         XMMATRIX projection;
     };
 
-    struct LightBufferType
+    struct CameraBufferType
     {
-        XMFLOAT4 diffuseColor;
-        XMFLOAT3 lightDirection;
-        float padding;  // Padding to ensure the structure is a multiple of 16 bytes.
-        XMFLOAT3 lightPosition; // Add light position
-        float padding2; // Padding to ensure the structure is a multiple of 16 bytes.
-        float constantAttenuation;
-        float linearAttenuation;
-        float quadraticAttenuation;
-        float padding3; // Padding to ensure the structure is a multiple of 16 bytes.
+        XMFLOAT3 cameraPosition;
+        float padding;
     };
 
+    struct SunLightBufferType
+    {
+        XMFLOAT4 diffuseColor;
+        XMFLOAT4 ambientColor;
+        XMFLOAT3 sunDirection;
+        float intensity;
+    };
+    
 
-public:
-    CelShadingShader();
-    CelShadingShader(const CelShadingShader&);
-    ~CelShadingShader();
+public :
+    CelshadeClass();
+    CelshadeClass(const CelshadeClass&);
+    ~CelshadeClass();
 
     bool Initialize(ID3D11Device*, HWND);
     void Shutdown();
-    bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
+    bool Render(ID3D11DeviceContext* deviceContex, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 ambientColor, XMFLOAT3 sunDirection,float intensity);
 
 private:
     bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
     void ShutdownShader();
     void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
 
-    bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
+    bool SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture, XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor, XMFLOAT3 lightDirection, float sunIntensity);
     void RenderShader(ID3D11DeviceContext*, int);
 
 private:
     ID3D11VertexShader* m_vertexShader;
     ID3D11PixelShader* m_pixelShader;
     ID3D11InputLayout* m_layout;
-    ID3D11Buffer* m_matrixBuffer;
     ID3D11SamplerState* m_sampleState;
-    ID3D11Buffer* m_lightBuffer;
-};
-
-#endif
\ No newline at end of file
+    ID3D11Buffer* m_matrixBuffer;
+    ID3D11Buffer* m_cameraBuffer;
+    ID3D11Buffer* m_sunlightBuffer;
+    ID3D11Buffer* m_sunlightColorBuffer;
+    ID3D11Buffer* m_sunlightPositionBuffer;
+};
\ No newline at end of file
diff --git a/enginecustom/src/inc/shader/shadermanagerclass.h b/enginecustom/src/inc/shader/shadermanagerclass.h
index d4a00bd..87be1c3 100644
--- a/enginecustom/src/inc/shader/shadermanagerclass.h
+++ b/enginecustom/src/inc/shader/shadermanagerclass.h
@@ -1,7 +1,7 @@
 #ifndef _SHADERMANAGERCLASS_H_
 #define _SHADERMANAGERCLASS_H_
 
-// Inclure les en-t�tes n�cessaires
+// Inclure les en-têtes nécessaires
 #include <d3d11.h>
 #include <DirectXMath.h>
 #include <vector>
@@ -42,7 +42,7 @@ public:
     bool RenderlightMapShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*);
     bool RenderRefractionShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4[], XMFLOAT4[], XMFLOAT4[], XMFLOAT4);
     bool RenderWaterShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, ID3D11ShaderResourceView*, float, float);
-    bool RenderCelShadingShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT3, XMFLOAT4, XMFLOAT3);
+    bool RenderCelShadingShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
 	bool RenderSunlightShader(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*, XMFLOAT4, XMFLOAT4, XMFLOAT3, float);
 private:
     TextureShaderClass* m_TextureShader;
@@ -56,7 +56,7 @@ private:
     LightMapShaderClass* m_LightMapShader;
     RefractionShaderClass* m_RefractionShader;
     WaterShaderClass* m_WaterShader;
-    CelShadingShader* m_CelShadingShader;
+    CelshadeClass* m_CelShadingShader;
 	SunlightShaderClass* m_SunlightShader;
 };
 
diff --git a/enginecustom/src/inc/system/applicationclass.h b/enginecustom/src/inc/system/applicationclass.h
index d61994b..76946fa 100644
--- a/enginecustom/src/inc/system/applicationclass.h
+++ b/enginecustom/src/inc/system/applicationclass.h
@@ -35,6 +35,9 @@
 #include <comdef.h> // Pour _com_error
 #include <chrono>
 #include <thread>
+#include <map>
+#include <algorithm>
+#include <DirectXMath.h>
 
 
 /////////////
@@ -136,7 +139,6 @@ public:
 	bool GetCanFixedUpdate() const { return CanFixedUpdate; };
 	void SetCanFixedUpdate(bool canFixedUpdate) { CanFixedUpdate = canFixedUpdate; };
 
-
 private:
 	bool Render(float, float, float, float, float);
 	bool RenderPhysics(bool keyLeft, bool keyRight, bool keyUp, bool keyDown, float deltaTime);
diff --git a/enginecustom/src/inc/system/imguiManager.h b/enginecustom/src/inc/system/imguiManager.h
index bf893b0..0333dc0 100644
--- a/enginecustom/src/inc/system/imguiManager.h
+++ b/enginecustom/src/inc/system/imguiManager.h
@@ -33,7 +33,6 @@ public:
 	void WidgetObjectWindow(ApplicationClass* app);
 	void WidgetTerrainWindow(ApplicationClass* app);
 	void WidgetLightWindow(ApplicationClass* app);
-	void WidgetShaderWindow(ApplicationClass* app);
 	void WidgetEngineSettingsWindow(ApplicationClass* app);
 	void WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSize);
 	void WidgetLogWindow(ApplicationClass* app);
diff --git a/enginecustom/src/src/shader/CelShadingShader.cpp b/enginecustom/src/src/shader/CelShadingShader.cpp
index 25f238f..fa31940 100644
--- a/enginecustom/src/src/shader/CelShadingShader.cpp
+++ b/enginecustom/src/src/shader/CelShadingShader.cpp
@@ -1,38 +1,47 @@
+////////////////////////////////////////////////////////////////////////////////
+// Filename: lightshaderclass.cpp
+////////////////////////////////////////////////////////////////////////////////
 #include "CelShadingShader.h"
-#include <iostream>
 
-CelShadingShader::CelShadingShader()
+
+CelshadeClass::CelshadeClass()
 {
     m_vertexShader = 0;
     m_pixelShader = 0;
     m_layout = 0;
-    m_matrixBuffer = 0;
     m_sampleState = 0;
-    m_lightBuffer = 0;
+    m_matrixBuffer = 0;
+    m_cameraBuffer = 0;
+    m_sunlightBuffer = 0;
+    m_sunlightColorBuffer = 0;
+    m_sunlightPositionBuffer = 0;
 }
 
-CelShadingShader::CelShadingShader(const CelShadingShader& other)
+
+CelshadeClass::CelshadeClass(const CelshadeClass& other)
 {
 }
 
-CelShadingShader::~CelShadingShader()
+
+CelshadeClass::~CelshadeClass()
 {
 }
 
-bool CelShadingShader::Initialize(ID3D11Device* device, HWND hwnd)
-{
-    Logger::Get().Log("Initializing CelShadingShader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
 
-    bool result;
+bool CelshadeClass::Initialize(ID3D11Device* device, HWND hwnd)
+{
+    Logger::Get().Log("Initializing LightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
+
     wchar_t vsFilename[128];
     wchar_t psFilename[128];
     int error;
+    bool result;
 
     // Set the filename of the vertex shader.
     error = wcscpy_s(vsFilename, 128, L"src/hlsl/celshading.vs");
     if (error != 0)
     {
-        Logger::Get().Log("Failed to set the filename of the vertex shader", __FILE__, __LINE__);
+        Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
         return false;
     }
 
@@ -40,38 +49,42 @@ bool CelShadingShader::Initialize(ID3D11Device* device, HWND hwnd)
     error = wcscpy_s(psFilename, 128, L"src/hlsl/celshading.ps");
     if (error != 0)
     {
-        Logger::Get().Log("Failed to set the filename of the pixel shader", __FILE__, __LINE__);
+        Logger::Get().Log("Failed to copy string", __FILE__, __LINE__, Logger::LogLevel::Error);
         return false;
     }
-
     // Initialize the vertex and pixel shaders.
     result = InitializeShader(device, hwnd, vsFilename, psFilename);
     if (!result)
     {
-        Logger::Get().Log("Failed to initialize the vertex and pixel shaders", __FILE__, __LINE__);
+        Logger::Get().Log("Failed to initialize shader", __FILE__, __LINE__, Logger::LogLevel::Error);
         return false;
     }
 
-    Logger::Get().Log("Successfully initialized CelShadingShader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
+    Logger::Get().Log("SunLightShaderClass initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
 
     return true;
 }
 
-void CelShadingShader::Shutdown()
+
+void CelshadeClass::Shutdown()
 {
     // Shutdown the vertex and pixel shaders as well as the related objects.
     ShutdownShader();
+
+    return;
 }
 
-bool CelShadingShader::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
-	ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 lightPosition)
+bool CelshadeClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
+    ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 ambientColor, XMFLOAT3 sunDirection, float sunIntensity)
 {
     bool result;
+
+
     // Set the shader parameters that it will use for rendering.
-    result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor, lightPosition);
+    result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, ambientColor, sunDirection, sunIntensity);
     if (!result)
     {
-        Logger::Get().Log("CelShading Error", __FILE__, __LINE__, Logger::LogLevel::Error);
+        Logger::Get().Log("Failed to set shader parameters", __FILE__, __LINE__, Logger::LogLevel::Error);
         return false;
     }
 
@@ -81,89 +94,92 @@ bool CelShadingShader::Render(ID3D11DeviceContext* deviceContext, int indexCount
     return true;
 }
 
-bool CelShadingShader::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
+
+bool CelshadeClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
 {
+    Logger::Get().Log("Initializing shader", __FILE__, __LINE__, Logger::LogLevel::Initialize);
+
     HRESULT result;
-    ID3D10Blob* errorMessage = nullptr;
-    ID3D10Blob* vertexShaderBuffer = nullptr;
-    ID3D10Blob* pixelShaderBuffer = nullptr;
+    ID3D10Blob* errorMessage;
+    ID3D10Blob* vertexShaderBuffer;
+    ID3D10Blob* pixelShaderBuffer;
     D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
     unsigned int numElements;
-    D3D11_BUFFER_DESC matrixBufferDesc;
     D3D11_SAMPLER_DESC samplerDesc;
-    D3D11_BUFFER_DESC lightBufferDesc;
+    D3D11_BUFFER_DESC matrixBufferDesc;
+    D3D11_BUFFER_DESC sunlightBufferDesc;
+
+    // Initialize the pointers this function will use to null.
+    errorMessage = 0;
+    vertexShaderBuffer = 0;
+    pixelShaderBuffer = 0;
 
     // Compile the vertex shader code.
-    result = D3DCompileFromFile(vsFilename, nullptr, nullptr, "CelShadingVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
+    result = D3DCompileFromFile(vsFilename, NULL, NULL, "SunLightVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &vertexShaderBuffer, &errorMessage);
     if (FAILED(result))
     {
-        // If the shader failed to compile it should have written something to the error message.
         if (errorMessage)
         {
             OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
         }
-        // If there was nothing in the error message then it simply could not find the shader file itself.
         else
         {
-            MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
+            Logger::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
         }
-
         return false;
     }
 
     // Compile the pixel shader code.
-    result = D3DCompileFromFile(psFilename, nullptr, nullptr, "CelShadingPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
+    result = D3DCompileFromFile(psFilename, NULL, NULL, "SunLightPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0, &pixelShaderBuffer, &errorMessage);
     if (FAILED(result))
     {
-        // If the shader failed to compile it should have written something to the error message.
         if (errorMessage)
         {
             OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
         }
-        // If there was nothing in the error message then it simply could not find the file itself.
         else
         {
-            MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
+            Logger::Get().Log("Failed to compile shader", __FILE__, __LINE__, Logger::LogLevel::Error);
         }
-
         return false;
     }
 
     // Create the vertex shader from the buffer.
-    result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), nullptr, &m_vertexShader);
+    result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
     if (FAILED(result))
     {
+        Logger::Get().Log("Failed to create vertex shader", __FILE__, __LINE__, Logger::LogLevel::Error);
         return false;
     }
 
     // Create the pixel shader from the buffer.
-    result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), nullptr, &m_pixelShader);
+    result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
     if (FAILED(result))
     {
+        Logger::Get().Log("Failed to create pixel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
         return false;
     }
 
     // Create the vertex input layout description.
-    // This setup needs to match the VertexType structure in the ModelClass and in the shader.
     polygonLayout[0].SemanticName = "POSITION";
     polygonLayout[0].SemanticIndex = 0;
-    polygonLayout[0].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
+    polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
     polygonLayout[0].InputSlot = 0;
     polygonLayout[0].AlignedByteOffset = 0;
     polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
     polygonLayout[0].InstanceDataStepRate = 0;
 
-    polygonLayout[1].SemanticName = "NORMAL";
+    polygonLayout[1].SemanticName = "TEXCOORD";
     polygonLayout[1].SemanticIndex = 0;
-    polygonLayout[1].Format = DXGI_FORMAT_R32G32B32_FLOAT;
+    polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
     polygonLayout[1].InputSlot = 0;
     polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
     polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
     polygonLayout[1].InstanceDataStepRate = 0;
 
-    polygonLayout[2].SemanticName = "TEXCOORD";
+    polygonLayout[2].SemanticName = "NORMAL";
     polygonLayout[2].SemanticIndex = 0;
-    polygonLayout[2].Format = DXGI_FORMAT_R32G32_FLOAT;
+    polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
     polygonLayout[2].InputSlot = 0;
     polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
     polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
@@ -176,30 +192,16 @@ bool CelShadingShader::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
     result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), &m_layout);
     if (FAILED(result))
     {
+        Logger::Get().Log("Failed to create input layout", __FILE__, __LINE__, Logger::LogLevel::Error);
         return false;
     }
 
     // Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
     vertexShaderBuffer->Release();
-    vertexShaderBuffer = nullptr;
+    vertexShaderBuffer = 0;
 
     pixelShaderBuffer->Release();
-    pixelShaderBuffer = nullptr;
-
-    // Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
-    matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
-    matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
-    matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
-    matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
-    matrixBufferDesc.MiscFlags = 0;
-    matrixBufferDesc.StructureByteStride = 0;
-
-    // Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
-    result = device->CreateBuffer(&matrixBufferDesc, nullptr, &m_matrixBuffer);
-    if (FAILED(result))
-    {
-        return false;
-    }
+    pixelShaderBuffer = 0;
 
     // Create a texture sampler state description.
     samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
@@ -220,78 +222,128 @@ bool CelShadingShader::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR*
     result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
     if (FAILED(result))
     {
+        Logger::Get().Log("Failed to create sampler state", __FILE__, __LINE__, Logger::LogLevel::Error);
         return false;
     }
 
-    // Setup the description of the light dynamic constant buffer that is in the pixel shader.
-    lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
-    lightBufferDesc.ByteWidth = sizeof(LightBufferType);
-    lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
-    lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
-    lightBufferDesc.MiscFlags = 0;
-    lightBufferDesc.StructureByteStride = 0;
+    // Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
+    matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+    matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
+    matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+    matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+    matrixBufferDesc.MiscFlags = 0;
+    matrixBufferDesc.StructureByteStride = 0;
 
-    // Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
-    result = device->CreateBuffer(&lightBufferDesc, nullptr, &m_lightBuffer);
+    // Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
+    result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
     if (FAILED(result))
     {
+        Logger::Get().Log("Failed to create matrix buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
         return false;
     }
 
+    // Setup the description of the dynamic sunlight constant buffer that is in the pixel shader.
+    sunlightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
+    sunlightBufferDesc.ByteWidth = sizeof(SunLightBufferType);
+    sunlightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+    sunlightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+    sunlightBufferDesc.MiscFlags = 0;
+    sunlightBufferDesc.StructureByteStride = 0;
+
+    // Create the constant buffer pointer so we can access the pixel shader constant buffer from within this class.
+    result = device->CreateBuffer(&sunlightBufferDesc, NULL, &m_sunlightBuffer);
+    if (FAILED(result))
+    {
+        Logger::Get().Log("Failed to create sunlight buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
+        return false;
+    }
+
+    Logger::Get().Log("Shader initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
+
     return true;
 }
 
 
-void CelShadingShader::ShutdownShader()
+
+
+void CelshadeClass::ShutdownShader()
 {
-    // Release the light constant buffer.
-    if (m_lightBuffer)
+    Logger::Get().Log("Shutting down SunLightShaderClass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
+
+    // Release the light constant buffers.
+    if (m_sunlightColorBuffer)
     {
-        m_lightBuffer->Release();
-        m_lightBuffer = nullptr;
+        m_sunlightColorBuffer->Release();
+        m_sunlightColorBuffer = 0;
     }
 
-    // Release the sampler state.
-    if (m_sampleState)
+    if (m_sunlightPositionBuffer)
     {
-        m_sampleState->Release();
-        m_sampleState = nullptr;
+        m_sunlightPositionBuffer->Release();
+        m_sunlightPositionBuffer = 0;
+    }
+
+    // Release the light constant buffer.
+    if (m_sunlightBuffer)
+    {
+        m_sunlightBuffer->Release();
+        m_sunlightBuffer = 0;
+    }
+
+    // Release the camera constant buffer.
+    if (m_cameraBuffer)
+    {
+        m_cameraBuffer->Release();
+        m_cameraBuffer = 0;
     }
 
     // Release the matrix constant buffer.
     if (m_matrixBuffer)
     {
         m_matrixBuffer->Release();
-        m_matrixBuffer = nullptr;
+        m_matrixBuffer = 0;
+    }
+
+    // Release the sampler state.
+    if (m_sampleState)
+    {
+        m_sampleState->Release();
+        m_sampleState = 0;
     }
 
     // Release the layout.
     if (m_layout)
     {
         m_layout->Release();
-        m_layout = nullptr;
+        m_layout = 0;
     }
 
     // Release the pixel shader.
     if (m_pixelShader)
     {
         m_pixelShader->Release();
-        m_pixelShader = nullptr;
+        m_pixelShader = 0;
     }
 
     // Release the vertex shader.
     if (m_vertexShader)
     {
         m_vertexShader->Release();
-        m_vertexShader = nullptr;
+        m_vertexShader = 0;
     }
+
+    Logger::Get().Log("SunLightShaderClass shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
+
+    return;
 }
 
-void CelShadingShader::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
+
+void CelshadeClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
 {
     char* compileErrors;
-    unsigned long bufferSize, i;
-    std::ofstream fout;
+    unsigned __int64 bufferSize, i;
+    ofstream fout;
+
 
     // Get a pointer to the error message text buffer.
     compileErrors = (char*)(errorMessage->GetBufferPointer());
@@ -313,20 +365,32 @@ void CelShadingShader::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND h
 
     // Release the error message.
     errorMessage->Release();
-    errorMessage = nullptr;
+    errorMessage = 0;
 
     // Pop a message up on the screen to notify the user to check the text file for compile errors.
-    MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
+    MessageBox(hwnd, L"Error compiling shader.  Check shader-error.txt for message.", shaderFilename, MB_OK);
+
+    return;
 }
 
 
-bool CelShadingShader::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
-    ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 lightPosition)
+bool CelshadeClass::SetShaderParameters(
+    ID3D11DeviceContext* deviceContext,
+    XMMATRIX worldMatrix,
+    XMMATRIX viewMatrix,
+    XMMATRIX projectionMatrix,
+    ID3D11ShaderResourceView* texture,
+    XMFLOAT4 ambientColor,
+    XMFLOAT4 diffuseColor,
+    XMFLOAT3 lightDirection,
+    float sunIntensity
+    )
 {
     HRESULT result;
     D3D11_MAPPED_SUBRESOURCE mappedResource;
     MatrixBufferType* dataPtr;
-    LightBufferType* dataPtr2;
+    CameraBufferType* dataPtr2;
+    SunLightBufferType* dataPtr3;
     unsigned int bufferNumber;
 
     // Transpose the matrices to prepare them for the shader.
@@ -358,32 +422,30 @@ bool CelShadingShader::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
     // Finally set the constant buffer in the vertex shader with the updated values.
     deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
 
-    // Lock the light constant buffer so it can be written to.
-    result = deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+    // Lock the sunlight constant buffer so it can be written to.
+    result = deviceContext->Map(m_sunlightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
     if (FAILED(result))
     {
         return false;
     }
 
     // Get a pointer to the data in the constant buffer.
-    dataPtr2 = (LightBufferType*)mappedResource.pData;
+    dataPtr3 = (SunLightBufferType*)mappedResource.pData;
 
     // Copy the lighting variables into the constant buffer.
-    dataPtr2->diffuseColor = diffuseColor;
-    dataPtr2->lightDirection = lightDirection;
-    dataPtr2->lightPosition = lightPosition;
-    dataPtr2->constantAttenuation = 0.5f; // Set your attenuation values here
-    dataPtr2->linearAttenuation = 0.1f;
-    dataPtr2->quadraticAttenuation = 0.01f;
+    dataPtr3->ambientColor = ambientColor;
+    dataPtr3->diffuseColor = diffuseColor;
+    dataPtr3->sunDirection = lightDirection;
+    dataPtr3->intensity = sunIntensity;
 
     // Unlock the constant buffer.
-    deviceContext->Unmap(m_lightBuffer, 0);
+    deviceContext->Unmap(m_sunlightBuffer, 0);
 
-    // Set the position of the light constant buffer in the pixel shader.
+    // Set the position of the sunlight constant buffer in the pixel shader.
     bufferNumber = 0;
-
-    // Finally set the light constant buffer in the pixel shader with the updated values.
-    deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer);
+    
+    // Finally set the sunlight constant buffer in the pixel shader with the updated values.
+    deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_sunlightBuffer);
 
     // Set shader texture resource in the pixel shader.
     deviceContext->PSSetShaderResources(0, 1, &texture);
@@ -391,20 +453,20 @@ bool CelShadingShader::SetShaderParameters(ID3D11DeviceContext* deviceContext, X
     return true;
 }
 
-
-
-void CelShadingShader::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
+void CelshadeClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
 {
     // Set the vertex input layout.
     deviceContext->IASetInputLayout(m_layout);
 
     // Set the vertex and pixel shaders that will be used to render this triangle.
-    deviceContext->VSSetShader(m_vertexShader, nullptr, 0);
-    deviceContext->PSSetShader(m_pixelShader, nullptr, 0);
+    deviceContext->VSSetShader(m_vertexShader, NULL, 0);
+    deviceContext->PSSetShader(m_pixelShader, NULL, 0);
 
     // Set the sampler state in the pixel shader.
     deviceContext->PSSetSamplers(0, 1, &m_sampleState);
 
     // Render the triangle.
     deviceContext->DrawIndexed(indexCount, 0, 0);
+
+    return;
 }
diff --git a/enginecustom/src/src/shader/shadermanagerclass.cpp b/enginecustom/src/src/shader/shadermanagerclass.cpp
index 582dd24..eb38a3a 100644
--- a/enginecustom/src/src/shader/shadermanagerclass.cpp
+++ b/enginecustom/src/src/shader/shadermanagerclass.cpp
@@ -127,7 +127,7 @@ bool ShaderManagerClass::Initialize(ID3D11Device* device, HWND hwnd)
         return false;
     }
 
-    m_CelShadingShader = new CelShadingShader;
+    m_CelShadingShader = new CelshadeClass;
     result = m_CelShadingShader->Initialize(device, hwnd);
     if (!result)
     {
@@ -422,11 +422,11 @@ bool ShaderManagerClass::RenderWaterShader(ID3D11DeviceContext* deviceContext, i
 }
 
 bool ShaderManagerClass::RenderCelShadingShader(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix, XMMATRIX projectionMatrix,
-    ID3D11ShaderResourceView* texture, XMFLOAT3 lightDirection, XMFLOAT4 diffuseColor, XMFLOAT3 lightPosition)
+    ID3D11ShaderResourceView* texture, XMFLOAT4 diffuseColor, XMFLOAT4 ambientColor, XMFLOAT3 sunDirection, float sunIntensity)
 {
     bool result;
 
-    result = m_CelShadingShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, lightDirection, diffuseColor, lightPosition);
+    result = m_CelShadingShader->Render(deviceContext, indexCount, worldMatrix, viewMatrix, projectionMatrix, texture, diffuseColor, ambientColor, sunDirection, sunIntensity);
     if (!result)
     {
         return false;
diff --git a/enginecustom/src/src/system/applicationclass.cpp b/enginecustom/src/src/system/applicationclass.cpp
index 8785b33..443fa52 100644
--- a/enginecustom/src/src/system/applicationclass.cpp
+++ b/enginecustom/src/src/system/applicationclass.cpp
@@ -1899,8 +1899,18 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
 			switch (object->GetActiveShader())
 			{
 			case Object::CEL_SHADING:
-				result = m_ShaderManager->RenderCelShadingShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, view, projection, object->GetTexture(0),
-					m_Lights[0]->GetDirection(), m_Lights[0]->GetDiffuseColor(), TrueLightPosition);
+				result = m_ShaderManager->RenderCelShadingShader(
+					m_Direct3D->GetDeviceContext(),
+					object->GetIndexCount(),
+					worldMatrix,
+					view,
+					projection,
+					object->GetTexture(0),
+					m_SunLight->GetDiffuseColor(),
+					m_SunLight->GetAmbientColor(),
+					m_SunLight->GetDirection(),
+					m_SunLight->GetIntensity()
+					);
 				if (!result)
 				{
 					Logger::Get().Log("Could not render the model using the cel shader", __FILE__, __LINE__, Logger::LogLevel::Error);
@@ -1909,7 +1919,17 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
 				break;
 
 			case Object::NORMAL_MAPPING:
-				result = m_ShaderManager->RenderNormalMapShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, view, projection, object->GetTexture(0), object->GetTexture(1), m_Lights[0]->GetDirection(), m_Lights[0]->GetDiffuseColor());
+				result = m_ShaderManager->RenderNormalMapShader(
+					m_Direct3D->GetDeviceContext(),
+					object->GetIndexCount(),
+					worldMatrix,
+					view,
+					projection,
+					object->GetTexture(0),
+					object->GetTexture(1),
+					m_Lights[0]->GetDirection(),
+					m_Lights[0]->GetDiffuseColor()
+					);
 				if (!result)
 				{
 					Logger::Get().Log("Could not render the model using the normal map shader", __FILE__, __LINE__, Logger::LogLevel::Error);
@@ -1945,8 +1965,17 @@ bool ApplicationClass::RenderPass(const std::vector<std::reference_wrapper<std::
 				break;
 
 			case Object::SUNLIGHT:
-				result = m_ShaderManager->RenderSunlightShader(m_Direct3D->GetDeviceContext(), object->GetIndexCount(), worldMatrix, view, projection,
-					object->GetTexture(0), m_SunLight->GetDiffuseColor(), m_SunLight->GetAmbientColor(), m_SunLight->GetDirection(), m_SunLight->GetIntensity());
+				result = m_ShaderManager->RenderSunlightShader(
+					m_Direct3D->GetDeviceContext(),
+					object->GetIndexCount(),
+					worldMatrix,
+					view,
+					projection,
+					object->GetTexture(0),
+					m_SunLight->GetDiffuseColor(),
+					m_SunLight->GetAmbientColor(),
+					m_SunLight->GetDirection(),
+					m_SunLight->GetIntensity());
 				if (!result)
 				{
 					Logger::Get().Log("Could not render the object model using the sunlight shader", __FILE__, __LINE__, Logger::LogLevel::Error);
diff --git a/enginecustom/src/src/system/imguiManager.cpp b/enginecustom/src/src/system/imguiManager.cpp
index 540ca07..833c238 100644
--- a/enginecustom/src/src/system/imguiManager.cpp
+++ b/enginecustom/src/src/system/imguiManager.cpp
@@ -134,17 +134,6 @@ void imguiManager::WidgetAddObject(ApplicationClass* app)
 	}
 }
 
-void imguiManager::WidgetShaderWindow(ApplicationClass* app)
-{
-	ImGui::Begin("Shader Manager");
-
-	// Checkbox for toggling cel shading globally in the application class by calling the SetCelShading function in the application class when the checkbox state changes
-	ImGui::Checkbox("Enable Cel Shading", &m_EnableCelShading);
-	app->SetCelShading(m_EnableCelShading);
-	
-	ImGui::End();
-}
-
 void imguiManager::WidgetObjectWindow(ApplicationClass* app)
 {
 	ImGui::Begin("Objects", &showObjectWindow);
@@ -417,11 +406,6 @@ bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
 		WidgetLightWindow(app);
 	}
 
-	if (showShaderWindow)
-	{
-		WidgetShaderWindow(app);
-	}
-
 	if (showEngineSettingsWindow)
 	{
 		WidgetEngineSettingsWindow(app);