   Problem with specular in shadow volume HELP!!
  Hello People!I have a problem with Specular and diffuse Light in Shadow Volumes.I have two Passes. One Ambient Pass (Draw()) and one PPL Pass Using ARB_fragment_program(Drawlit()).The Problem is that when I draw the shadow volume for one light I get the specular and diffuse light (the PPL Pass) in the Shadow Volume.How I can get ONLY the Ambient Pass (Draw()) inside the she shadow volume?My Base Code is this:the main rendering Function:int CEngine::MainRender(){ /* ......*/glDepthFunc(GL_LEQUAL);glEnable(GL_BLEND);draw();drawlit();glDepthMask(GL_FALSE);glEnable(GL_STENCIL_TEST);render_shadow(Lightpos);glDepthMask(GL_TRUE);glDisable(GL_STENCIL_TEST);/* ......*/}the render_shadow() function is this:void CEngine::render_cube_shadow(light_pos){glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);glDepthMask(GL_FALSE);glEnable(GL_CULL_FACE);glEnable(GL_STENCIL_TEST);glEnable(GL_POLYGON_OFFSET_FILL);glPolygonOffset(0.0f, 100.0f);glCullFace(GL_FRONT);glStencilFunc(GL_ALWAYS, 0x0, 0xff);glStencilOp(GL_KEEP, GL_INCR, GL_KEEP);render_surface_shadow_volume(sur,  light_pos);glCullFace(GL_BACK);glStencilFunc(GL_ALWAYS, 0x0, 0xff);glStencilOp(GL_KEEP, GL_DECR, GL_KEEP);render_surface_shadow_volume(sur,  light_pos);glDisable(GL_POLYGON_OFFSET_FILL);glDisable(GL_CULL_FACE);glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);glStencilFunc(GL_NOTEQUAL, 0x0, 0xff);glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);draw_shadow();} 