light = normalize(eye_light_dir);
float shadow = get_shadow_factor(0);
- vec3 color = cooktorrance_one_light_direct(normal, look, light, light_sources[0].diffuse.rgb, base_color, metalness, roughness)*shadow;
+ vec3 color = cooktorrance_one_light_direct(normal, look, light, light_sources[0].color, base_color, metalness, roughness)*shadow;
color *= get_occlusion_value();