lights.glsl 817 B

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  1. //
  2. // Lights uniforms
  3. //
  4. // Ambient lights uniforms
  5. #if AMB_LIGHTS>0
  6. uniform vec3 AmbientLightColor[AMB_LIGHTS];
  7. #endif
  8. // Directional lights uniform array. Each directional light uses 2 elements
  9. #if DIR_LIGHTS>0
  10. uniform vec3 DirLight[2*DIR_LIGHTS];
  11. // Macros to access elements inside the DirectionalLight uniform array
  12. #define DirLightColor(a) DirLight[2*a]
  13. #define DirLightPosition(a) DirLight[2*a+1]
  14. #endif
  15. // Point lights uniform array. Each point light uses 3 elements
  16. #if POINT_LIGHTS>0
  17. uniform vec3 PointLight[3*POINT_LIGHTS];
  18. // Macros to access elements inside the PointLight uniform array
  19. #define PointLightColor(a) PointLight[3*a]
  20. #define PointLightPosition(a) PointLight[3*a+1]
  21. #define PointLightLinearDecay(a) PointLight[3*a+2].x
  22. #define PointLightQuadraticDecay(a) PointLight[3*a+2].y
  23. #endif