vec4 g_sunset_ambient;
vec4 g_sun_colour;
vec4 g_sun_dir;
+ vec4 g_board_0;
+ vec4 g_board_1;
float g_water_fog;
float g_time;
light_delta = normalize( light_delta );
float quadratic = dist2*100.0;
- float attenuation = 1.0f/( 1.0f + quadratic );
+ float attenuation = 1.0/( 1.0 + quadratic );
attenuation *= max( dot( light_delta, normal ), 0.0 );
float falloff = max( 0.0, 1.0-(dist2*light_co.w) );