uniform sampler2D uTexMain;
uniform vec3 uCamera;
-uniform vec3 uBoard0;
-uniform vec3 uBoard1;
in vec4 aColour;
in vec2 aUv;
vec3 total_light = newlight_compute_ambient();
vec3 world_light = newlight_compute_world_diffuse( qnorm );
- float world_shadow = newlight_compute_sun_shadow();
+ float world_shadow = newlight_compute_sun_shadow( vec3(1.0) );
total_light += world_light * world_shadow;
vfrag = apply_fog( vfrag * total_light, fdist );