Fix ubo alignment+Move point lights to ubo

This commit is contained in:
bloeys
2024-09-15 15:51:26 +04:00
parent 91807a4093
commit bcb46d1699
5 changed files with 102 additions and 406 deletions

View File

@ -27,8 +27,8 @@ struct PointLight {
vec3 pos;
vec3 diffuseColor;
vec3 specularColor;
float falloff;
float radius;
float falloff;
float maxBias;
float nearPlane;
float farPlane;
@ -50,12 +50,12 @@ layout (std140) uniform GlobalMatrices {
layout (std140) uniform Lights {
DirLight dirLight;
PointLight pointLights[NUM_POINT_LIGHTS];
};
//
// Uniforms
//
uniform PointLight pointLights[NUM_POINT_LIGHTS];
uniform SpotLight spotLights[NUM_SPOT_LIGHTS];
uniform mat4 modelMat;
uniform mat4 dirLightProjViewMat;
@ -78,16 +78,6 @@ out vec3 tangentSpotLightPositions[NUM_SPOT_LIGHTS];
out vec3 tangentSpotLightDirections[NUM_SPOT_LIGHTS];
out vec3 tangentPointLightPositions[NUM_POINT_LIGHTS];
struct Test1 {
float ff;
vec3 v3;
};
layout (std140) uniform Test2 {
float f1;
Test1 s;
};
void main()
{
vertUV0 = vertUV0In;
@ -180,13 +170,12 @@ struct PointLight {
vec3 pos;
vec3 diffuseColor;
vec3 specularColor;
float falloff;
float radius;
float falloff;
float maxBias;
float nearPlane;
float farPlane;
};
uniform PointLight pointLights[NUM_POINT_LIGHTS];
uniform samplerCubeArray pointLightCubeShadowMaps;
struct SpotLight {
@ -207,6 +196,7 @@ layout (std140) uniform GlobalMatrices {
layout (std140) uniform Lights {
DirLight dirLight;
PointLight pointLights[NUM_POINT_LIGHTS];
};
uniform vec3 ambientColor = vec3(0.2, 0.2, 0.2);