1 struct LightSourceParameters
9 layout(push_constant) uniform ObjectTransform
11 mat4 world_obj_matrix;
12 mat3 world_obj_normal_matrix;
14 layout(set=0) uniform CameraTransform
16 mat4 eye_world_matrix;
17 mat4 world_eye_matrix;
22 const int max_lights = 6;
23 layout(set=0) uniform Lighting
25 LightSourceParameters light_sources[max_lights];
31 #pragma MSP stage(vertex)
32 layout(location=0) in vec4 vertex;
33 layout(location=1) in vec4 color;
34 layout(location=2) in vec3 normal;
35 layout(location=3) in vec3 tangent;
36 layout(location=4) in ivec4 group;
37 layout(location=5) in vec4 weight;
38 layout(location=6) in vec4 texcoord;
39 layout(location=7) in vec4 texcoord1;
40 layout(location=8) in vec4 texcoord2;
41 layout(location=9) in vec4 texcoord3;
42 layout(location=13) in vec4 instance_transform[3];