shadows everywhere! lights must be moved elsewhere
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@@ -409,6 +409,8 @@ void renderNode(SceneNode* node) {
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GLint cameraPosLoc = shader->getUniformFromName("cameraPosition");
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glUniform3fv(cameraPosLoc, 1, glm::value_ptr(cameraPosition));
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GLint ballPosLoc = shader->getUniformFromName("ballPosition");
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glUniform3fv(ballPosLoc, 1, glm::value_ptr(ballPosition));
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switch(node->nodeType) {
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case GEOMETRY:
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