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