vec3 attenuation;
};
-uniform mat4 world_obj_matrix;
-uniform mat3 world_obj_normal_matrix;
+layout(push_constant) uniform ObjectTransform
+{
+ mat4 world_obj_matrix;
+ mat3 world_obj_normal_matrix;
+};
uniform CameraTransform
{
mat4 eye_world_matrix;
mat4 eye_clip_matrix;
};
-layout(constant_id=auto) const int max_lights = 4;
+const int max_lights = 6;
uniform Lighting
{
LightSourceParameters light_sources[max_lights];