54 lines
1.2 KiB
GLSL
54 lines
1.2 KiB
GLSL
struct Light
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{
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float3 Position;
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float Radius;
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float4 Color;
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};
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uniform float4 UBO[12];
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static float4 gl_Position;
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static float4 aVertex;
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static float4 vColor;
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static float3 aNormal;
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struct SPIRV_Cross_Input
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{
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float4 aVertex : TEXCOORD0;
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float3 aNormal : TEXCOORD1;
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};
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struct SPIRV_Cross_Output
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{
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float4 vColor : TEXCOORD0;
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float4 gl_Position : SV_Position;
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};
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void vert_main()
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{
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gl_Position = mul(aVertex, float4x4(UBO[0], UBO[1], UBO[2], UBO[3]));
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vColor = 0.0f.xxxx;
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Light light;
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for (int i = 0; i < 4; i++)
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{
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Light _51 = {UBO[i * 2 + 4].xyz, UBO[i * 2 + 4].w, UBO[i * 2 + 5]};
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Light _52 = _51;
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light.Position = _52.Position;
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light.Radius = _52.Radius;
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light.Color = _52.Color;
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float3 L = aVertex.xyz - light.Position;
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vColor += ((UBO[i * 2 + 5] * clamp(1.0f - (length(L) / light.Radius), 0.0f, 1.0f)) * dot(aNormal, normalize(L)));
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}
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}
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SPIRV_Cross_Output main(SPIRV_Cross_Input stage_input)
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{
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aVertex = stage_input.aVertex;
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aNormal = stage_input.aNormal;
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vert_main();
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SPIRV_Cross_Output stage_output;
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stage_output.gl_Position = gl_Position;
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stage_output.vColor = vColor;
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return stage_output;
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}
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