#version 310 es | |
struct Light | |
{ | |
vec3 Position; | |
float Radius; | |
vec4 Color; | |
}; | |
uniform vec4 UBO[6]; | |
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); | |
vec3 L = aVertex.xyz - UBO[4].xyz; | |
vColor += ((UBO[5] * clamp(1.0 - (length(L) / UBO[4].w), 0.0, 1.0)) * dot(aNormal, normalize(L))); | |
} | |