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 );