SPIRV-Cross/shaders/flatten/struct.flatten.vert
Hans-Kristian Arntzen de33d89074 Add explicit in/out locations everywhere.
Needed for newer glslang. With Vulkan semantics for SPIR-V, all
locations must be explicitly defined.
2017-06-21 09:39:08 +02:00

31 lines
498 B
GLSL

#version 310 es
struct Light
{
vec3 Position;
float Radius;
vec4 Color;
};
layout(std140) uniform UBO
{
mat4 uMVP;
Light light;
};
layout(location = 0) in vec4 aVertex;
layout(location = 1) in vec3 aNormal;
layout(location = 0) out vec4 vColor;
void main()
{
gl_Position = uMVP * aVertex;
vColor = vec4(0.0);
vec3 L = aVertex.xyz - light.Position;
vColor += dot(aNormal, normalize(L)) * (clamp(1.0 - length(L) / light.Radius, 0.0, 1.0) * light.Color);
}