From db4017c1165b9ba02655508e615d161a4c42acf0 Mon Sep 17 00:00:00 2001 From: HampusM Date: Wed, 22 May 2024 21:22:19 +0200 Subject: refactor(engine): make shader functions not use uniforms directly --- engine/light.glsl | 15 ++++++++++----- 1 file changed, 10 insertions(+), 5 deletions(-) (limited to 'engine/light.glsl') diff --git a/engine/light.glsl b/engine/light.glsl index 04a42f5..e9b2a61 100644 --- a/engine/light.glsl +++ b/engine/light.glsl @@ -21,16 +21,19 @@ struct PointLight { float linear; float quadratic; }; - -uniform Material material; -uniform PointLight light; -vec3 calc_ambient_light(in vec2 texture_coords) +vec3 calc_ambient_light(in Material material, in vec2 texture_coords) { return vec3(texture(material.ambient_map, texture_coords)) * material.ambient; } -vec3 calc_diffuse_light(in vec3 light_dir, in vec3 norm, in vec2 texture_coords) +vec3 calc_diffuse_light( + in Material material, + in PointLight light, + in vec3 light_dir, + in vec3 norm, + in vec2 texture_coords +) { float diff = max(dot(norm, light_dir), 0.0); @@ -40,6 +43,8 @@ vec3 calc_diffuse_light(in vec3 light_dir, in vec3 norm, in vec2 texture_coords) } vec3 calc_specular_light( + in Material material, + in PointLight light, in vec3 light_dir, in vec3 norm, in vec3 view_pos, -- cgit v1.2.3-18-g5258