+ if(changed&MODERN_MATRIX)
+ {
+ const Matrix &m = mtx_stack.top();
+ standard_shdata.uniform("eye_obj_matrix", mtx_stack.top());
+ LinAl::SquareMatrix<float, 3> nm = m.block<3, 3>(0, 0);
+ nm = transpose(invert(nm));
+ standard_shdata.uniform_matrix3("eye_obj_normal_matrix", &nm(0, 0));
+ changed &= ~MODERN_MATRIX;
+ }
+
+ if(state->material)
+ state->material->get_shader_data().apply();
+ standard_shdata.apply();
+ }
+
+ if((changed&SHADER_DATA) || shprog_changed)
+ {
+ vector<const ProgramData *>::const_iterator i = shdata_stack.begin();
+ if(!shprog_changed)
+ i += shdata_applied;
+ for(; i!=shdata_stack.end(); ++i)