diff --git a/grk/project/shaders/shader_9_1.frag b/grk/project/shaders/shader_9_1.frag index e208a8e..4487020 100644 --- a/grk/project/shaders/shader_9_1.frag +++ b/grk/project/shaders/shader_9_1.frag @@ -9,8 +9,8 @@ uniform vec3 cameraPos; uniform vec3 color; -uniform vec3 lightPositions[100]; -uniform vec3 lightColors[100]; +uniform vec3 lightPositions[8]; +uniform vec3 lightColors[8]; uniform vec3 spotlightPos; uniform vec3 spotlightColor; @@ -29,7 +29,7 @@ out vec4 outColor; in vec3 viewDirTS; -in vec3 lightDirTS[4]; +in vec3 lightDirTS[8]; in vec3 spotlightDirTS; in vec3 sunDirTS; @@ -99,11 +99,11 @@ void main() vec3 viewDir = normalize(cameraPos-worldPos); - vec3 lightDirs[4]; + vec3 lightDirs[8]; vec3 ambient = AMBIENT * color; vec3 ilumination = ambient; - for (int i = 0; i < 100; ++i) { + for (int i = 0; i < 8; ++i) { lightDirs[i] = normalize(lightPositions[i] - worldPos); vec3 attenuatedlightColor = lightColors[i] / pow(length(lightPositions[i] - worldPos), 2); ilumination = ilumination+PBRLight(lightDirs[i], attenuatedlightColor * 300, normal, viewDir); diff --git a/grk/project/shaders/shader_9_1.vert b/grk/project/shaders/shader_9_1.vert index 35f6edf..61c0764 100644 --- a/grk/project/shaders/shader_9_1.vert +++ b/grk/project/shaders/shader_9_1.vert @@ -12,12 +12,12 @@ uniform mat4 modelMatrix; out vec3 vecNormal; out vec3 worldPos; -uniform vec3 lightsPositions[100]; +uniform vec3 lightsPositions[8]; uniform vec3 spotlightPos; uniform vec3 cameraPos; out vec3 viewDirTS; -out vec3 lightDirTS[100]; +out vec3 lightDirTS[8]; out vec3 spotlightDirTS; void main() @@ -33,7 +33,7 @@ void main() vec3 V = normalize(cameraPos-worldPos); viewDirTS = TBN*V; - for (int i = 0; i < 100; ++i) { + for (int i = 0; i < 8; ++i) { vec3 L = normalize(lightsPositions[i]-worldPos); lightDirTS[i] = TBN*L; }