+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);
+}
+
+
+Light::Loader::Loader(Light &l):
+ DataFile::ObjectLoader<Light>(l)
+{
+ add("attenuation", &Loader::attenuation);
+ add("diffuse", &Loader::diffuse);
+ add("position", &Loader::position);
+ add("specular", &Loader::specular);
+ add("spot_direction", &Loader::spot_direction);
+ add("spot_exponent", &Loader::spot_exponent);
+ add("spot_cutoff", &Loader::spot_cutoff);
+}
+
+void Light::Loader::attenuation(float c, float l, float q)
+{
+ obj.set_attenuation(c, l, q);
+}
+
+void Light::Loader::diffuse(float r, float g, float b)
+{
+ obj.set_diffuse(Color(r, g, b));
+}
+
+void Light::Loader::position(float x, float y, float z, float w)
+{
+ obj.set_position(Vector4(x, y, z, w));
+}
+
+void Light::Loader::specular(float r, float g, float b)
+{
+ obj.set_specular(Color(r, g, b));
+}
+
+void Light::Loader::spot_direction(float x, float y, float z)