- if(!legacy_bindings)
- {
- if(changed&MODERN_MATRIX)
- {
- 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));
- changed &= ~MODERN_MATRIX;
- }
-
- if(state->material)
- state->material->get_shader_data().apply();
- standard_shdata.apply();
- }
+ if(state->material && ((changed&MATERIAL_SHDATA) || shprog_changed))
+ {
+ state->material->get_shader_data().apply();
+ changed &= ~MATERIAL_SHDATA;
+ }