Material is declaring different light uniforms for different people?

So for me, when I go to this the glsl code in the fragment shader has a uniform
vDiffuse… etc

but for @MackeyK24 his glsl code is vLightDiffuse0 etc as their own uniforms. Which is the structure I am used to seeing.

Wtf is going on here?

How are you seeing the code in the shader? Spector?

@Pryme8, let s check with @nasimiasl who is maintaining the Custom materials.

It looks like you are using the UBO version where @MackeyK24 is not.

Yes, @MackeyK24 must be running in WebGL1 and you in WebGL2.

Or, for some reason, engine.disableUniformBuffers is true.

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