SPIRV-Cross/shaders/flatten/dynamic.flatten.vert
2017-01-17 23:26:18 -08:00

34 lines
503 B
GLSL

#version 310 es
struct Light
{
vec3 Position;
float Radius;
vec4 Color;
};
layout(std140) uniform UBO
{
mat4 uMVP;
Light lights[4];
};
in vec4 aVertex;
in vec3 aNormal;
out vec4 vColor;
void main()
{
gl_Position = uMVP * aVertex;
vColor = vec4(0.0);
for (int i = 0; i < 4; ++i)
{
vec3 L = aVertex.xyz - lights[i].Position;
vColor += dot(aNormal, normalize(L)) * (clamp(1.0 - length(L) / lights[i].Radius, 0.0, 1.0) * lights[i].Color);
}
}