Fix DeferredPipeline::light_pass
@@ -240,6 +240,7 @@ impl DeferredPipeline {
fragment_shader.push_str(include_str!("material/shaders/deferred_lighting.frag"));
self.context.effect(&fragment_shader, |effect| {
+ effect.use_uniform_vec3("eyePosition", camera.position())?;
for (i, light) in lights.iter().enumerate() {
light.use_uniforms(effect, i as u32)?;
}
