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triangle.frag.glsl
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John Hunter authoredJohn Hunter authored
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.);
}