de33d89074
Needed for newer glslang. With Vulkan semantics for SPIR-V, all locations must be explicitly defined.
34 lines
566 B
GLSL
34 lines
566 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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layout(std140) uniform UBO
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{
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mat4 uMVP;
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Light lights[4];
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};
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layout(location = 0) in vec4 aVertex;
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layout(location = 1) in vec3 aNormal;
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layout(location = 0) out vec4 vColor;
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void main()
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{
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gl_Position = uMVP * 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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vec3 L = aVertex.xyz - lights[i].Position;
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vColor += dot(aNormal, normalize(L)) * (clamp(1.0 - length(L) / lights[i].Radius, 0.0, 1.0) * lights[i].Color);
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}
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}
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