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- //
- // Lights uniforms
- //
- #if AMB_LIGHTS>0
- // Ambient lights color uniform
- uniform vec3 AmbientLightColor[AMB_LIGHTS];
- #endif
- #if DIR_LIGHTS>0
- // Directional lights uniform array. Each directional light uses 2 elements
- 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
- #if POINT_LIGHTS>0
- // Point lights uniform array. Each point light uses 3 elements
- 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
- #if SPOT_LIGHTS>0
- // Spot lights uniforms. Each spot light uses 5 elements
- uniform vec3 SpotLight[5*SPOT_LIGHTS];
- // Macros to access elements inside the PointLight uniform array
- #define SpotLightColor(a) SpotLight[5*a]
- #define SpotLightPosition(a) SpotLight[5*a+1]
- #define SpotLightDirection(a) SpotLight[5*a+2]
- #define SpotLightAngularDecay(a) SpotLight[5*a+3].x
- #define SpotLightCutoffAngle(a) SpotLight[5*a+3].y
- #define SpotLightLinearDecay(a) SpotLight[5*a+3].z
- #define SpotLightQuadraticDecay(a) SpotLight[5*a+4].x
- #endif
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