mat4 eye_clip_matrix;
};
-layout(constant_id=auto) const int max_lights = 4;
+const int max_lights = 6;
uniform Lighting
{
LightSourceParameters light_sources[max_lights];
fbo.attach(DEPTH_ATTACHMENT, depth_buf, 0);
set_darkness(1.0f);
- for(unsigned i=0; i<4; ++i)
+ for(unsigned i=0; i<6; ++i)
{
string base = format("shadows[%d]", i);
shdata.uniform(base+".type", 0);
set_fog_color(Color(0.0f, 0.0f, 0.0f, 0.0f));
set_fog_density(0.0f);
- for(unsigned i=0; i<7; ++i)
+ for(unsigned i=0; i<6; ++i)
{
string base = format("light_sources[%d]", i);
shdata.uniform(base+".position", Vector4(0, 0, 1, 0));