#if defined(BUMPED) void applyLight(mat3 tangentSpaceTransformMatrix) { // Transform light direction to tangent space v_lightDirection = tangentSpaceTransformMatrix * u_lightDirection; #if defined(SPECULAR) // Compute the camera direction for specular lighting vec4 positionWorldViewSpace = u_worldViewMatrix * a_position; v_cameraDirection = u_cameraPosition - positionWorldViewSpace.xyz; #endif } #else void applyLight(vec4 position) { #if defined(SPECULAR) // Compute the camera direction for specular lighting vec4 positionWorldViewSpace = u_worldViewMatrix * position; v_cameraDirection = u_cameraPosition - positionWorldViewSpace.xyz; #endif } #endif