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prism/engine/shaders/omnishadow.frag.glsl
Joshua Goins 78078e92cd Fix multiple point light shadows on Vulkan
Light locations had to be padded properly, that ended up being the ultimate fix. Leading to this bug though I ended up patching a lot of stuff that was mysteriously missing from the Vulkan backend like specialization constants and
2022-02-07 18:36:23 -05:00

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GLSL

layout (constant_id = 0) const int max_lights = 25;
layout (location = 0) in vec3 inPos;
layout (location = 1) flat in int index;
layout (location = 0) out float outFragColor;
layout(std430, binding = 2) buffer readonly LightInformation {
vec4 light_locations[max_lights];
};
void main() {
outFragColor = length(inPos - light_locations[index].xyz);
}