40 lines
737 B
GLSL
40 lines
737 B
GLSL
#type vertex
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#version 450 core
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layout(location = 0) in vec3 a_Position;
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// Model uniform buffer (binding = 1)
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layout(std140, binding = 1) uniform ModelData
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{
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mat4 u_Model;
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mat4 u_NormalMatrix;
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int u_ObjectID;
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};
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// Light uniform buffer (binding = 2)
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layout(std140, binding = 2) uniform LightData
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{
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mat4 u_LightSpaceMatrix;
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vec3 u_DirLightDirection;
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float u_DirLightIntensity;
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vec3 u_DirLightColor;
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float _lightPadding0;
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float u_ShadowBias;
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float u_ShadowSoftness;
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int u_EnableShadows;
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float _lightPadding1;
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float u_AmbientIntensity;
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int u_NumPointLights;
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int u_NumSpotLights;
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};
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void main() {
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gl_Position = u_LightSpaceMatrix * u_Model * vec4(a_Position, 1.0);
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}
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#type fragment
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#version 450 core
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void main() {
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} |