Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- struct Light {
- vec4 pos[MAX_LIGHTS]; // w == 0 -> directional light
- vec3 color[MAX_LIGHTS];
- float constantAttenuation[MAX_LIGHTS], linearAttenuation[MAX_LIGHTS], quadraticAttenuation[MAX_LIGHTS];
- float spotCutoff[MAX_LIGHTS], spotExponent[MAX_LIGHTS];
- vec3 spotDir[MAX_LIGHTS];
- };
- uniform Light lights;
Advertisement
Add Comment
Please, Sign In to add comment