Rastar Posted September 18, 2013 Posted September 18, 2013 So I continue with my shader questions... ;-) It seems the lightcolor uniform only contains values if lightposition has been used at least once. So if I return gl_FragColor = lightcolor[0]; from the fragment shader it is empty if I didnt't call the position before, but if I insert lightposition[1]; somewhere before (doesn't even have to index the same light) it works fine. Is there any reason for that? Quote
Admin Posted September 18, 2013 Posted September 18, 2013 The engine checks for the lightposition uniform and skips all the lighting values if it isn't present. Quote
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