+// Deprecated; use phong.glsl instead.
import msp_interface;
const bool use_vertex_color = false;
vec4 get_environment_sample(vec3 direction)
{
- return texture(environment, direction);
+ return texture(environment_map, direction);
}
vec3 normal;
vec3 singlepass_lighting()
{
- float shadow_sample = texture(shadow, shadow_coord);
+ float shadow_sample = texture(shadow_map, shadow_coord);
float shadow_intensity = mix(1.0, shadow_sample, shadow_darkness);
vec3 ambient_light = ambient_color.rgb;