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  • cd39186090c919e2a3c3ed245a2d2712a7429461
  • main default protected
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triangle.frag.glsl

  • triangle.frag.glsl 619 B
    #version 450
    
    layout(push_constant)uniform PushConstantData{
        mat4 world;
    }pc;
    
    layout(set=0,binding=0)uniform Lights{
        vec4[32]pos;
        vec4[32]col;
        uint light_count;
    }light_uniforms;
    
    layout(set=0,binding=1)uniform Camera{
        mat4 view;
        mat4 proj;
        vec3 campos;
    }camera_uniforms;
    
    layout(location=0)in vec3 normal;
    
    layout(location=0)out vec4 f_color;
    
    void main(){
        vec3 accum=vec3(0.,0.,0.);
        
        for(int i=0;i<light_uniforms.light_count;i++)
        {
            accum+=light_uniforms.col[i].xyz*((dot(normalize(normal),light_uniforms.pos[i].xyz)*.5)+.5);
        }
        
        f_color=vec4(accum,1.);
    }