{ FRAGMENT, "rgb_light_env", "vec3", "rgb_light_full+reflect_sample.rgb*reflectivity", "e" },
{ FRAGMENT, "rgb_light_env", "vec3", "rgb_light_full", "!e" },
{ FRAGMENT, "rgb_light_full", "vec3", "rgb_light_shadow+ambient_product_diffuse.rgb", "m" },
+ { FRAGMENT, "rgb_light_full", "vec3", "rgb_light_shadow", "!m" },
{ FRAGMENT, "ambient_product_diffuse", "vec4", "gl_FrontLightModelProduct.sceneColor", "g" },
{ FRAGMENT, "ambient_product_diffuse", "vec4", "ambient_color*material.diffuse", "!g" },
- { FRAGMENT, "rgb_light_full", "vec3", "rgb_light_shadow", "!m" },
{ FRAGMENT, "rgb_light_shadow", "vec3", "rgb_light*l_shadow", "s" },
{ FRAGMENT, "rgb_light_shadow", "vec3", "rgb_light", "!s" },
{ FRAGMENT, "rgb_light", "vec3", "vec3(l_diffuse)", "!m!p" },
{ UNIFORM, "eye_obj_matrix", "mat4", "gl_ModelViewMatrix", 0 },
{ UNIFORM, "eye_obj_normal_matrix", "mat3", "gl_NormalMatrix", 0 },
{ UNIFORM, "projection_matrix", "mat4", "gl_ProjectionMatrix", 0 },
- { UNIFORM, "shd_eye_matrix", "mat4", 0, "!g" },
+ { UNIFORM, "shd_eye_matrix", "mat4", 0, 0 },
{ UNIFORM, "light_sources", "struct { vec4 position; vec4 diffuse; vec4 specular; } %s[2]", "gl_LightSource", 0 },
{ UNIFORM, "ambient_color", "vec4", 0, 0 },
{ UNIFORM, "material", "struct { vec4 ambient; vec4 diffuse; vec4 specular; float shininess; }", "gl_FrontMaterial", 0 },
// Terminator entry
- { NO_SCOPE, 0, 0, 0, 0 }
+ { NO_SCOPE, 0, 0, 0, 0 }
};
ProgramBuilder::ProgramBuilder(const StandardFeatures &f):