uniform sampler2D emission_map;
uniform sampler2D normal_map;
-uniform sampler2DShadow shadow;
+uniform sampler2DShadow shadow_map;
uniform ShadowMap
{
float shadow_darkness;
mat4 shd_eye_matrix;
};
-uniform samplerCube environment;
+uniform samplerCube environment_map;
uniform EnvMap
{
mat3 env_eye_matrix;