vec3 color = phong_ambient(surface_diffuse);
float shadow = get_shadow_factor(0);
- color += phong_one_light(light, normal, look, light_sources[0].diffuse.rgb, surface_diffuse, surface_specular, shininess)*shadow;
+ color += phong_one_light(light, normal, look, light_sources[0].color, surface_diffuse, surface_specular, shininess)*shadow;
if(use_emission)
color += get_emission_color();