Fixed alignment issue of point lights buffer
Instead of using an array of descriptors for storing the lights, now only one descriptor maps the entire array.
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2 changed files with 26 additions and 27 deletions
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@ -2,7 +2,13 @@
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#define MAX_POINT_LIGHTS 1024
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struct PointLight {
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vec3 position;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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vec3 data;
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};
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layout(location = 0) out vec4 outColor;
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@ -17,14 +23,9 @@ layout (binding = 2) uniform DirectionalLight {
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vec3 diffuse;
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vec3 specular;
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} directional_light;
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layout (binding = 5) uniform PointLight {
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vec3 position;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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vec3 data;
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} point_lights[MAX_POINT_LIGHTS];
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layout (binding = 5) uniform PointLights {
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PointLight point_lights[MAX_POINT_LIGHTS];
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} point_lights;
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layout (binding = 3) uniform ViewUniform {
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vec3 pos;
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@ -49,19 +50,19 @@ vec3 calc_directional_light(vec3 normal, vec3 viewDir) {
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}
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vec3 calc_point_light(int index, vec3 normal, vec3 fragPos, vec3 viewDir) {
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float constant = point_lights[index].data[0];
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float linear = point_lights[index].data[1];
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float quadratic = point_lights[index].data[2];
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float constant = point_lights.point_lights[index].data[0];
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float linear = point_lights.point_lights[index].data[1];
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float quadratic = point_lights.point_lights[index].data[2];
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vec3 lightDir = normalize(point_lights[index].position - fragPos);
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vec3 lightDir = normalize(point_lights.point_lights[index].position - fragPos);
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float diff = max(dot(normal, lightDir), 0.0);
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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 2);
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float distance = length(point_lights[index].position - fragPos);
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float distance = length(point_lights.point_lights[index].position - fragPos);
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float attenuation = 1.0 / (constant + linear * distance + quadratic * (distance * distance));
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vec3 ambient = point_lights[index].ambient * vec3(texture(textureSampler, TexCoords));
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vec3 diffuse = point_lights[index].diffuse * diff * vec3(texture(textureSampler, TexCoords));
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vec3 specular = point_lights[index].specular * spec * vec3(texture(diffuseSampler, TexCoords));
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vec3 ambient = point_lights.point_lights[index].ambient * vec3(texture(textureSampler, TexCoords));
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vec3 diffuse = point_lights.point_lights[index].diffuse * diff * vec3(texture(textureSampler, TexCoords));
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vec3 specular = point_lights.point_lights[index].specular * spec * vec3(texture(diffuseSampler, TexCoords));
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ambient *= attenuation;
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diffuse *= attenuation;
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specular *= attenuation;
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