28 lines
735 B
GLSL
28 lines
735 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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int _12;
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int _92;
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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 _103 = 0; _103 < 4; _92 = _103 + 1, _103 = _92)
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{
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vec3 _68 = aVertex.xyz - Light(UBO[_103 * 2 + 4].xyz, UBO[_103 * 2 + 4].w, UBO[_103 * 2 + 5]).Position;
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vColor += (((UBO[_103 * 2 + 5]) * clamp(1.0 - (length(_68) / Light(UBO[_103 * 2 + 4].xyz, UBO[_103 * 2 + 4].w, UBO[_103 * 2 + 5]).Radius), 0.0, 1.0)) * dot(aNormal, normalize(_68)));
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}
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}
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