SPIRV-Cross/reference/shaders/flatten/copy.flatten.vert
2018-07-06 10:57:23 +02:00

31 lines
752 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()
{
gl_Position = mat4(UBO[0], UBO[1], UBO[2], UBO[3]) * aVertex;
vColor = vec4(0.0);
for (int i = 0; i < 4; i++)
{
Light _52 = Light(UBO[i * 2 + 4].xyz, UBO[i * 2 + 4].w, UBO[i * 2 + 5]);
Light light;
light.Position = _52.Position;
light.Radius = _52.Radius;
light.Color = _52.Color;
vec3 L = aVertex.xyz - light.Position;
vColor += ((UBO[i * 2 + 5] * clamp(1.0 - (length(L) / light.Radius), 0.0, 1.0)) * dot(aNormal, normalize(L)));
}
}