de33d89074
Needed for newer glslang. With Vulkan semantics for SPIR-V, all locations must be explicitly defined.
30 lines
841 B
GLSL
30 lines
841 B
GLSL
#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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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 i = 0; i < 4; i++)
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{
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Light light;
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light.Position = Light(UBO[i * 2 + 4].xyz, UBO[i * 2 + 4].w, UBO[i * 2 + 5]).Position;
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light.Radius = Light(UBO[i * 2 + 4].xyz, UBO[i * 2 + 4].w, UBO[i * 2 + 5]).Radius;
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light.Color = Light(UBO[i * 2 + 4].xyz, UBO[i * 2 + 4].w, UBO[i * 2 + 5]).Color;
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vec3 L = aVertex.xyz - light.Position;
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vColor += (((UBO[i * 2 + 5]) * clamp(1.0 - (length(L) / light.Radius), 0.0, 1.0)) * dot(aNormal, normalize(L)));
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}
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}
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