Added support for rendering multiple lights, standardized shaders to use snake case for variables and camel case for functions, stubbed PBR material shader include.

This commit is contained in:
2023-07-29 14:09:23 -05:00
parent 9a6e1df032
commit 5d1c195917
8 changed files with 97 additions and 62 deletions

View File

@@ -1,17 +1,24 @@
#version 330 core
@include "light_struct"
layout (location = 0) in vec3 inPosition;
layout (location = 1) in vec2 inTexCoords;
layout (location = 0) in vec3 in_position;
layout (location = 1) in vec2 in_tex_coords;
uniform sampler2D diffuse, position, texcoord, normal, depth;
uniform Light light[1];
uniform int light_count;
uniform Light lights[7];
out vec2 outTexCoords;
flat out Light outLight[1];
out vec2 out_tex_coords;
flat out int out_light_count;
flat out Light out_lights[7];
void main() {
gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0);
outTexCoords = inTexCoords;
outLight = light;
}
gl_Position = vec4(in_position.x, in_position.y, in_position.z, 1.0);
out_tex_coords = in_tex_coords;
out_light_count = light_count;
for(int i = 0; i < light_count; i++)
{
out_lights[i] = lights[i];
}
}