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.
This commit is contained in:
Lorenzo Torres 2025-08-09 15:02:53 +02:00
parent 503ed33aec
commit 93e91d7902
2 changed files with 26 additions and 27 deletions

View file

@ -2,7 +2,13 @@
#define MAX_POINT_LIGHTS 1024
struct PointLight {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
vec3 data;
};
layout(location = 0) out vec4 outColor;
@ -17,14 +23,9 @@ layout (binding = 2) uniform DirectionalLight {
vec3 diffuse;
vec3 specular;
} directional_light;
layout (binding = 5) uniform PointLight {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
vec3 data;
} point_lights[MAX_POINT_LIGHTS];
layout (binding = 5) uniform PointLights {
PointLight point_lights[MAX_POINT_LIGHTS];
} point_lights;
layout (binding = 3) uniform ViewUniform {
vec3 pos;
@ -49,19 +50,19 @@ vec3 calc_directional_light(vec3 normal, vec3 viewDir) {
}
vec3 calc_point_light(int index, vec3 normal, vec3 fragPos, vec3 viewDir) {
float constant = point_lights[index].data[0];
float linear = point_lights[index].data[1];
float quadratic = point_lights[index].data[2];
float constant = point_lights.point_lights[index].data[0];
float linear = point_lights.point_lights[index].data[1];
float quadratic = point_lights.point_lights[index].data[2];
vec3 lightDir = normalize(point_lights[index].position - fragPos);
vec3 lightDir = normalize(point_lights.point_lights[index].position - fragPos);
float diff = max(dot(normal, lightDir), 0.0);
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 2);
float distance = length(point_lights[index].position - fragPos);
float distance = length(point_lights.point_lights[index].position - fragPos);
float attenuation = 1.0 / (constant + linear * distance + quadratic * (distance * distance));
vec3 ambient = point_lights[index].ambient * vec3(texture(textureSampler, TexCoords));
vec3 diffuse = point_lights[index].diffuse * diff * vec3(texture(textureSampler, TexCoords));
vec3 specular = point_lights[index].specular * spec * vec3(texture(diffuseSampler, TexCoords));
vec3 ambient = point_lights.point_lights[index].ambient * vec3(texture(textureSampler, TexCoords));
vec3 diffuse = point_lights.point_lights[index].diffuse * diff * vec3(texture(textureSampler, TexCoords));
vec3 specular = point_lights.point_lights[index].specular * spec * vec3(texture(diffuseSampler, TexCoords));
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;