message: Bugfix in VFRendering: the light direction is now also used by IsosurfaceRenderer.
diff: @@ -112,7 +112,7 @@ void IsosurfaceRenderer::draw(float aspect_ratio) {
  auto projection_matrix = matrices.second;
  glm::vec3 camera_position = options().get<View::Option::CAMERA_POSITION>();
  - glm::vec4 light_position = model_view_matrix * glm::vec4(camera_position, 1.0f);
  + glm::vec3 light_position = options().get<View::Option::LIGHT_POSITION>();
  glUniformMatrix4fv(glGetUniformLocation(m_program, "uProjectionMatrix"), 1, false, glm::value_ptr(projection_matrix));
  glUniformMatrix4fv(glGetUniformLocation(m_program, "uModelviewMatrix"), 1, false, glm::value_ptr(model_view_matrix));
  