| #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) |
| { |
| Light light = lights[i]; |
| vec3 L = aVertex.xyz - light.Position; |
| vColor += dot(aNormal, normalize(L)) * (clamp(1.0 - length(L) / light.Radius, 0.0, 1.0) * lights[i].Color); |
| } |
| } |