blob: 8079ae8a3ac154e78b57659ec6ca1217191a232e [file] [log] [blame]
#pragma include defaultuniforms.inc
const int MAX_LIGHTS = 8;
const int TYPE_POINT = 0;
const int TYPE_DIRECTIONAL = 1;
const int TYPE_SPOT = 2;
struct Light {
vec3 position;
float intensity;
vec3 color;
float constantAttenuation;
vec3 direction;
float linearAttenuation;
float quadraticAttenuation;
float cutOffAngle;
int type;
};
layout(std140, binding = auto) uniform qt3d_light_uniforms {
Light lights[MAX_LIGHTS];
int lightCount;
int envLightCount;
};
// Pre-convolved environment maps
layout(binding = auto) uniform samplerCube envLight_irradiance; // For diffuse contribution
layout(binding = auto) uniform samplerCube envLight_specular; // For specular contribution