Files
stk-code/data/shaders/ge_shaders/utils/global_light_data.glsl
T

22 lines
523 B
GLSL

struct LightData
{
vec4 m_position_radius;
vec4 m_color_inverse_square_range;
vec4 m_direction_scale_offset; // Spotlight only
};
const int MAX_LIGHT = 32;
layout(std140, set = 1, binding = 3) uniform GlobalLightBuffer
{
vec3 m_ambient_color;
float m_sun_scatter;
vec3 m_sun_color;
float m_sun_angle_tan_half;
vec3 m_sun_direction;
float m_fog_density;
vec4 m_fog_color;
vec3 m_skytop_color;
int m_light_count;
LightData m_lights[MAX_LIGHT];
} u_global_light;