charcoal/OpenGLEngine/LitFS.glsl
2018-09-14 18:09:43 -04:00

20 lines
365 B
GLSL

#version 430
struct Light
{
vec3 ambient;
};
#define MAX_LIGHTS 16
layout(location = 4) uniform Light lights[MAX_LIGHTS];
layout(location = 20) uniform uint num_lights;
out vec4 frag_color;
void main()
{
vec3 accum = vec3(0.0);
for (uint i = 0; i < MAX_LIGHTS && i < num_lights; ++i) {
accum = accum + lights[i].ambient;
}
frag_color = vec4(accum, 1.0);
}