| #version 310 es | |
| struct Light | |
| { | |
| vec3 Position; | |
| float Radius; | |
| vec4 Color; | |
| }; | |
| layout(std140) uniform UBO | |
| { | |
| mat4 uMVP; | |
| Light lights[4]; | |
| }; | |
| layout(location = 0) in vec4 aVertex; | |
| layout(location = 1) in vec3 aNormal; | |
| layout(location = 0) 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); | |
| } | |
| } |