 {
 
     //If lighting is turned off, just use the diffuse color and return. (Flat lighting)
-    if (hasLighting < 1) {
+    if (flat_shading > 0) {
         final_color = vec4(diffuse, 1.0);
         return;
     }


    // Calculate Final Color and Opacity
    vec3 color = shadow_coeff * texture_coeff *
                 (1.5 * (specular_coeff * spec_color) +
                 (diffuse_coeff * diffuse) +
                 (ambient_coeff * ambient));
    final_color = vec4(clamp(color, 0, 1), opacity);

#version 330
#extension GL_NV_shadow_samplers_cube : enable

uniform int hasTexture, hasShadow, hasCubeMap, flat_shading;
uniform float spec_weight, opacity;
uniform vec3 camera_position, light_position;
uniform vec3 diffuse, specular, ambient;
uniform sampler2D ShadowMap, ImageTextureMap;
uniform samplerCube my_cube_texture;

