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];
+ }
+}