{
vec3 aLight = occLight_Position (theId).xyz;
vec3 aSpotDir = occLight_SpotDirection (theId).xyz;
- if (occLight_IsHeadlight (theId) == 0)
+ if (!occLight_IsHeadlight (theId))
{
aLight = vec3 (occWorldViewMatrix * vec4 (aLight, 1.0));
aSpotDir = vec3 (occWorldViewMatrix * vec4 (aSpotDir, 0.0));
in vec3 theView)
{
vec3 aLight = normalize (occLight_Position (theId).xyz);
- if (occLight_IsHeadlight (theId) == 0)
+ if (!occLight_IsHeadlight (theId))
{
aLight = vec3 (occWorldViewMatrix * vec4 (aLight, 0.0));
}