assets/shaders/vertex/lighting.glsl in cyberarm_engine-0.23.0 vs assets/shaders/vertex/lighting.glsl in cyberarm_engine-0.24.0

- old
+ new

@@ -1,17 +1,24 @@ #version 330 core @include "light_struct" -layout (location = 0) in vec3 inPosition; -layout (location = 1) in vec2 inTexCoords; +layout (location = 0) in vec3 in_position; +layout (location = 1) in vec2 in_tex_coords; uniform sampler2D diffuse, position, texcoord, normal, depth; -uniform Light light[1]; +uniform int light_count; +uniform Light lights[7]; -out vec2 outTexCoords; -flat out Light outLight[1]; +out vec2 out_tex_coords; +flat out int out_light_count; +flat out Light out_lights[7]; void main() { - gl_Position = vec4(inPosition.x, inPosition.y, inPosition.z, 1.0); - outTexCoords = inTexCoords; - outLight = light; -} \ No newline at end of file + gl_Position = vec4(in_position.x, in_position.y, in_position.z, 1.0); + out_tex_coords = in_tex_coords; + out_light_count = light_count; + + for(int i = 0; i < light_count; i++) + { + out_lights[i] = lights[i]; + } +}