out vec4 fragColor;
-uniform vec3 lightPositions[6];
-uniform vec3 lightColors[6];
+uniform int numLights;
+uniform vec3 lightPositions[8];
+uniform vec3 lightColors[8];
const float PI = 3.14159265359;
// reflectance
vec3 Lo = vec3(0.f);
- for (int i = 0; i < lightPositions.length(); i++) {
+ for (int i = 0; i < numLights; i++) {
vec3 L = normalize(lightPositions[i] - worldPos);
vec3 H = normalize(V + L);