- shdata.uniform("ambient_color", ambient);
- shdata.uniform("sky_color", sky_color);
- shdata.uniform("eye_zenith_dir", view_matrix.block<3, 3>(0, 0)*zenith_direction);
- shdata.uniform("horizon_limit", horizon_angle.radians());
- shdata.uniform("fog_color", fog_color);
- shdata.uniform("fog_density", fog_density);
-
- // For backwards compatibility
- shdata.uniform("eye_sky_dir", view_matrix.block<3, 3>(0, 0)*zenith_direction);
-
- for(unsigned i=0; i<lights.size(); ++i)
- if(lights[i])
- lights[i]->update_shader_data(shdata, view_matrix, i);