Light::unbind_from(i);
}
+const Light *Lighting::get_attached_light(unsigned i) const
+{
+ return i<lights.size() ? lights[i] : 0;
+}
+
void Lighting::update_shader_data(ProgramData &shdata, const Matrix &view_matrix) const
{
shdata.uniform("ambient_color", ambient);
shdata.uniform("sky_color", sky_color);
- shdata.uniform("eye_sky_dir", Vector3(view_matrix*Vector4(sky_direction, 0.0f)));
+ shdata.uniform("eye_sky_dir", view_matrix.block<3, 3>(0, 0)*sky_direction);
shdata.uniform("horizon_limit", horizon_angle.radians());
for(unsigned i=0; i<lights.size(); ++i)