+
+ if(!legacy_bindings)
+ {
+ const Matrix &m = mtx_stack.top();
+ standard_shdata.uniform("eye_obj_matrix", mtx_stack.top());
+ LinAl::SquareMatrix<float, 3> nm;
+ for(unsigned i=0; i<3; ++i)
+ for(unsigned j=0; j<3; ++j)
+ nm(i, j) = m(i, j);
+ nm = transpose(invert(nm));
+ standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
+ if(state->material)
+ state->material->get_shader_data().apply();
+ standard_shdata.apply();
+ }
+
+ if(shdata_changed)
+ {
+ for(vector<const ProgramData *>::const_iterator i=shdata_stack.begin(); i!=shdata_stack.end(); ++i)
+ (*i)->apply();
+ shdata_changed = false;
+ }