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Shaders: Lighting uniforms


Rastar
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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?

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