void Lighting::update_shader_data(ProgramData &shdata, const Matrix &view_matrix) const
{
shdata.uniform("ambient_color", ambient);
shdata.uniform("sky_color", sky_color);
shdata.uniform("eye_sky_dir", view_matrix.block<3, 3>(0, 0)*sky_direction);
shdata.uniform("horizon_limit", horizon_angle.radians());
void Lighting::update_shader_data(ProgramData &shdata, const Matrix &view_matrix) const
{
shdata.uniform("ambient_color", ambient);
shdata.uniform("sky_color", sky_color);
shdata.uniform("eye_sky_dir", view_matrix.block<3, 3>(0, 0)*sky_direction);
shdata.uniform("horizon_limit", horizon_angle.radians());