+void Light::update_shader_data(ProgramData &shdata, const Matrix &view_matrix, unsigned i) const
+{
+ string base = format("light_sources[%d]", i);
+ shdata.uniform(base+".position", view_matrix*position);
+ shdata.uniform(base+".diffuse", diffuse);
+ shdata.uniform(base+".specular", specular);
+}
+