shader.setUniformf("ambient", c.r * c.a, c.g * c.a,
c.b * c.a, 1f - c.a);
}
// shader.setUniformi("u_texture", 0);
lightMapMesh.render(shader, GL20.GL_TRIANGLE_FAN);
shader.end();
} else if (needed) {
rayHandler.simpleBlendFunc.apply();
withoutShadowShader.begin();
// withoutShadowShader.setUniformi("u_texture", 0);
lightMapMesh.render(withoutShadowShader, GL20.GL_TRIANGLE_FAN);