layout(constant_id=auto) const bool use_emission_map = false;
layout(constant_id=auto) const bool use_reflectivity = false;
layout(constant_id=auto) const bool use_reflectivity_map = false;
-layout(constant_id=auto) const bool use_sky = false;
-layout(constant_id=auto) const bool use_fog = false;
#pragma MSP stage(fragment)
virtual vec4 get_diffuse_color()
if(light_sources[i].type!=0)
{
IncomingLight incoming = get_incoming_light(i, world_vertex.xyz);
- float shadow = get_shadow_factor(i);
+ float shadow = get_shadow_factor(i, world_vertex);
color += phong_one_light(incoming.direction, normal, look, surface_diffuse, surface_specular, shininess)*incoming.color*shadow;
}