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-rw-r--r--src/renderergl2/tr_shade.c3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/renderergl2/tr_shade.c b/src/renderergl2/tr_shade.c
index a6b956bb..69869c88 100644
--- a/src/renderergl2/tr_shade.c
+++ b/src/renderergl2/tr_shade.c
@@ -720,6 +720,7 @@ static void ForwardDlight( void ) {
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);
+ GLSL_SetUniformVec3(sp, UNIFORM_LOCALVIEWORIGIN, backEnd.or.viewOrigin);
GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
@@ -1103,6 +1104,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
GLSL_SetUniformVec3(sp, UNIFORM_VIEWORIGIN, backEnd.viewParms.or.origin);
+ GLSL_SetUniformVec3(sp, UNIFORM_LOCALVIEWORIGIN, backEnd.or.viewOrigin);
GLSL_SetUniformFloat(sp, UNIFORM_VERTEXLERP, glState.vertexAttribsInterpolation);
@@ -1151,6 +1153,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
VectorCopy(backEnd.currentEntity->lightDir, vec);
vec[3] = 0.0f;
GLSL_SetUniformVec4(sp, UNIFORM_LIGHTORIGIN, vec);
+ GLSL_SetUniformVec3(sp, UNIFORM_MODELLIGHTDIR, backEnd.currentEntity->modelLightDir);
GLSL_SetUniformFloat(sp, UNIFORM_LIGHTRADIUS, 0.0f);
}