lower arrays sizes in shaders

This commit is contained in:
Pawel Felcyn 2024-01-22 15:56:33 +01:00
parent 449a49102b
commit 7097be100e
2 changed files with 8 additions and 8 deletions

View File

@ -9,8 +9,8 @@ uniform vec3 cameraPos;
uniform vec3 color; uniform vec3 color;
uniform vec3 lightPositions[100]; uniform vec3 lightPositions[8];
uniform vec3 lightColors[100]; uniform vec3 lightColors[8];
uniform vec3 spotlightPos; uniform vec3 spotlightPos;
uniform vec3 spotlightColor; uniform vec3 spotlightColor;
@ -29,7 +29,7 @@ out vec4 outColor;
in vec3 viewDirTS; in vec3 viewDirTS;
in vec3 lightDirTS[4]; in vec3 lightDirTS[8];
in vec3 spotlightDirTS; in vec3 spotlightDirTS;
in vec3 sunDirTS; in vec3 sunDirTS;
@ -99,11 +99,11 @@ void main()
vec3 viewDir = normalize(cameraPos-worldPos); vec3 viewDir = normalize(cameraPos-worldPos);
vec3 lightDirs[4]; vec3 lightDirs[8];
vec3 ambient = AMBIENT * color; vec3 ambient = AMBIENT * color;
vec3 ilumination = ambient; vec3 ilumination = ambient;
for (int i = 0; i < 100; ++i) { for (int i = 0; i < 8; ++i) {
lightDirs[i] = normalize(lightPositions[i] - worldPos); lightDirs[i] = normalize(lightPositions[i] - worldPos);
vec3 attenuatedlightColor = lightColors[i] / pow(length(lightPositions[i] - worldPos), 2); vec3 attenuatedlightColor = lightColors[i] / pow(length(lightPositions[i] - worldPos), 2);
ilumination = ilumination+PBRLight(lightDirs[i], attenuatedlightColor * 300, normal, viewDir); ilumination = ilumination+PBRLight(lightDirs[i], attenuatedlightColor * 300, normal, viewDir);

View File

@ -12,12 +12,12 @@ uniform mat4 modelMatrix;
out vec3 vecNormal; out vec3 vecNormal;
out vec3 worldPos; out vec3 worldPos;
uniform vec3 lightsPositions[100]; uniform vec3 lightsPositions[8];
uniform vec3 spotlightPos; uniform vec3 spotlightPos;
uniform vec3 cameraPos; uniform vec3 cameraPos;
out vec3 viewDirTS; out vec3 viewDirTS;
out vec3 lightDirTS[100]; out vec3 lightDirTS[8];
out vec3 spotlightDirTS; out vec3 spotlightDirTS;
void main() void main()
@ -33,7 +33,7 @@ void main()
vec3 V = normalize(cameraPos-worldPos); vec3 V = normalize(cameraPos-worldPos);
viewDirTS = TBN*V; viewDirTS = TBN*V;
for (int i = 0; i < 100; ++i) { for (int i = 0; i < 8; ++i) {
vec3 L = normalize(lightsPositions[i]-worldPos); vec3 L = normalize(lightsPositions[i]-worldPos);
lightDirTS[i] = TBN*L; lightDirTS[i] = TBN*L;
} }