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31 lines
498 B
GLSL
31 lines
498 B
GLSL
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#version 310 es
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struct Light
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{
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vec3 Position;
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float Radius;
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vec4 Color;
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};
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layout(std140) uniform UBO
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{
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mat4 uMVP;
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Light light;
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};
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layout(location = 0) in vec4 aVertex;
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layout(location = 1) in vec3 aNormal;
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layout(location = 0) out vec4 vColor;
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void main()
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{
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gl_Position = uMVP * aVertex;
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vColor = vec4(0.0);
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vec3 L = aVertex.xyz - light.Position;
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vColor += dot(aNormal, normalize(L)) * (clamp(1.0 - length(L) / light.Radius, 0.0, 1.0) * light.Color);
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}
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