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- // Copyright 2016 The G3N Authors. All rights reserved.
- // Use of this source code is governed by a BSD-style
- // license that can be found in the LICENSE file.
- package shader
- func init() {
- AddChunk("lights", chunkLights)
- }
- const chunkLights = `
- {{if .AmbientLightsMax}}
- // Ambient lights uniforms
- uniform vec3 AmbientLightColor[{{.AmbientLightsMax}}];
- {{end}}
- {{if .DirLightsMax}}
- // Directional lights uniforms
- uniform vec3 DirLightColor[{{.DirLightsMax}}];
- uniform vec3 DirLightPosition[{{.DirLightsMax}}];
- {{end}}
- {{if .PointLightsMax}}
- // Point lights uniforms
- uniform vec3 PointLightColor[{{.PointLightsMax}}];
- uniform vec3 PointLightPosition[{{.PointLightsMax}}];
- uniform float PointLightLinearDecay[{{.PointLightsMax}}];
- uniform float PointLightQuadraticDecay[{{.PointLightsMax}}];
- {{end}}
- {{if .SpotLightsMax}}
- // Spot lights uniforms
- uniform vec3 SpotLightColor[{{.SpotLightsMax}}];
- uniform vec3 SpotLightPosition[{{.SpotLightsMax}}];
- uniform vec3 SpotLightDirection[{{.SpotLightsMax}}];
- uniform float SpotLightAngularDecay[{{.SpotLightsMax}}];
- uniform float SpotLightCutoffAngle[{{.SpotLightsMax}}];
- uniform float SpotLightLinearDecay[{{.SpotLightsMax}}];
- uniform float SpotLightQuadraticDecay[{{.SpotLightsMax}}];
- {{end}}
- `
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