SPIRV-Cross/reference/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

23 lines
474 B
GLSL

#version 310 es
struct Light
{
vec3 Position;
float Radius;
vec4 Color;
};
uniform vec4 UBO[6];
layout(location = 0) in vec4 aVertex;
layout(location = 0) out vec4 vColor;
layout(location = 1) in vec3 aNormal;
void main()
{
gl_Position = mat4(UBO[0], UBO[1], UBO[2], UBO[3]) * aVertex;
vColor = vec4(0.0);
vec3 L = aVertex.xyz - UBO[4].xyz;
vColor += ((UBO[5] * clamp(1.0 - (length(L) / UBO[4].w), 0.0, 1.0)) * dot(aNormal, normalize(L)));
}