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-rw-r--r--glsl/shader_3d.frag.glsl15
1 files changed, 8 insertions, 7 deletions
diff --git a/glsl/shader_3d.frag.glsl b/glsl/shader_3d.frag.glsl
index 5c4b857..302f7d4 100644
--- a/glsl/shader_3d.frag.glsl
+++ b/glsl/shader_3d.frag.glsl
@@ -28,24 +28,25 @@ layout(location = 0) in DataTransferObject in_dto;
layout(location = 0) out vec4 out_color;
-layout(set = 0, binding = 1) uniform UBODirectionalLight
+layout(set = 0, binding = 1) uniform UBOWorld
{
- vec3 direction;
- vec4 color;
-} ubo_directional_light;
+ vec3 directional_light_direction;
+ vec4 directional_light_color;
+} ubo_world;
-layout(set = 1, binding = 1) uniform sampler2D texture_sampler;
+layout(set = 2, binding = 1) uniform sampler2D texture_sampler;
void
main()
{
float diffuse_factor =
- max(dot(in_dto.normal, -ubo_directional_light.direction), 0.0);
+ max(dot(in_dto.normal, -ubo_world.directional_light_direction), 0.0);
vec4 diff_samp = texture(texture_sampler, in_dto.frag_texture_coord);
vec4 ambient = vec4(vec3(in_dto.frag_color), diff_samp.a);
vec4 diffuse =
- vec4(vec3(ubo_directional_light.color * diffuse_factor), diff_samp.a);
+ vec4(vec3(ubo_world.directional_light_color * diffuse_factor),
+ diff_samp.a);
diffuse *= diff_samp;
ambient *= diff_samp;