56 lines
1.2 KiB
GLSL
56 lines
1.2 KiB
GLSL
#version 310 es
|
|
precision mediump float;
|
|
|
|
layout(location = 0) in vec4 view_position_1;
|
|
layout(location = 1) in vec4 normal_1;
|
|
layout(location = 2) in vec2 uv_1;
|
|
layout(location = 3) in vec4 color_1;
|
|
layout(location = 0) out vec4 color_2;
|
|
struct PointLight {
|
|
vec4 position;
|
|
};
|
|
|
|
struct Uniforms {
|
|
mat4 worldView;
|
|
mat4 proj;
|
|
uint numPointLights;
|
|
uint color_source;
|
|
vec4 color;
|
|
};
|
|
|
|
layout(binding = 0) uniform Uniforms_1 {
|
|
mat4 worldView;
|
|
mat4 proj;
|
|
uint numPointLights;
|
|
uint color_source;
|
|
vec4 color;
|
|
} uniforms;
|
|
|
|
layout(binding = 1, std430) buffer PointLights_1 {
|
|
PointLight values[];
|
|
} pointLights;
|
|
struct FragmentInput {
|
|
vec4 position;
|
|
vec4 view_position;
|
|
vec4 normal;
|
|
vec2 uv;
|
|
vec4 color;
|
|
};
|
|
|
|
struct FragmentOutput {
|
|
vec4 color;
|
|
};
|
|
|
|
FragmentOutput tint_symbol(FragmentInput fragment) {
|
|
FragmentOutput tint_symbol_1 = FragmentOutput(vec4(0.0f, 0.0f, 0.0f, 0.0f));
|
|
tint_symbol_1.color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
|
|
return tint_symbol_1;
|
|
}
|
|
|
|
void main() {
|
|
FragmentInput tint_symbol_2 = FragmentInput(gl_FragCoord, view_position_1, normal_1, uv_1, color_1);
|
|
FragmentOutput inner_result = tint_symbol(tint_symbol_2);
|
|
color_2 = inner_result.color;
|
|
return;
|
|
}
|