28 lines
620 B
GLSL
28 lines
620 B
GLSL
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#version 310 es
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struct Light
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{
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vec3 Position;
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float Radius;
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vec4 Color;
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};
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uniform vec4 UBO[12];
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layout(location = 0) in vec4 aVertex;
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layout(location = 0) out vec4 vColor;
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layout(location = 1) in vec3 aNormal;
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void main()
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{
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int _12;
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int _81;
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gl_Position = mat4(UBO[0], UBO[1], UBO[2], UBO[3]) * aVertex;
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vColor = vec4(0.0);
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for (int _82 = 0; _82 < 4; _81 = _82 + 1, _82 = _81)
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{
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vec3 _54 = aVertex.xyz - (UBO[_82 * 2 + 4].xyz);
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vColor += (((UBO[_82 * 2 + 5]) * clamp(1.0 - (length(_54) / (UBO[_82 * 2 + 4].w)), 0.0, 1.0)) * dot(aNormal, normalize(_54)));
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}
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}
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