SPIRV-Cross/reference/opt/shaders/flatten/copy.flatten.vert
2017-11-23 09:50:11 +01:00

28 lines
735 B
GLSL

#version 310 es
struct Light
{
vec3 Position;
float Radius;
vec4 Color;
};
uniform vec4 UBO[12];
layout(location = 0) in vec4 aVertex;
layout(location = 0) out vec4 vColor;
layout(location = 1) in vec3 aNormal;
void main()
{
int _12;
int _92;
gl_Position = mat4(UBO[0], UBO[1], UBO[2], UBO[3]) * aVertex;
vColor = vec4(0.0);
for (int _103 = 0; _103 < 4; _92 = _103 + 1, _103 = _92)
{
vec3 _68 = aVertex.xyz - Light(UBO[_103 * 2 + 4].xyz, UBO[_103 * 2 + 4].w, UBO[_103 * 2 + 5]).Position;
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)));
}
}