private void PassLightData(IShaderDataOwner light, int lightIndex) { ShaderUniformManager man = ShaderUniformManager.GetSingleton(); man.SetArrayData(activeProgram, ShaderUniformName.LightsArray, ShaderUniformName.LightPositionOrDirection, light, lightIndex); man.SetArrayData(activeProgram, ShaderUniformName.LightsArray, ShaderUniformName.LightColor, light, lightIndex); man.SetArrayData(activeProgram, ShaderUniformName.LightsArray, ShaderUniformName.LinearAttenuation, light, lightIndex); man.SetArrayData(activeProgram, ShaderUniformName.LightsArray, ShaderUniformName.QuadraticAttenuation, light, lightIndex); }