// // Lights uniforms // // Ambient lights uniforms #if AMB_LIGHTS>0 uniform vec3 AmbientLightColor[AMB_LIGHTS]; #endif // Directional lights uniform array. Each directional light uses 2 elements #if DIR_LIGHTS>0 uniform vec3 DirLight[2*DIR_LIGHTS]; // Macros to access elements inside the DirectionalLight uniform array #define DirLightColor(a) DirLight[2*a] #define DirLightPosition(a) DirLight[2*a+1] #endif // Point lights uniform array. Each point light uses 3 elements #if POINT_LIGHTS>0 uniform vec3 PointLight[3*POINT_LIGHTS]; // Macros to access elements inside the PointLight uniform array #define PointLightColor(a) PointLight[3*a] #define PointLightPosition(a) PointLight[3*a+1] #define PointLightLinearDecay(a) PointLight[3*a+2].x #define PointLightQuadraticDecay(a) PointLight[3*a+2].y #endif