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Tidy up and get IK working
[opengl.git]
/
pbrfrag.glsl
diff --git
a/pbrfrag.glsl
b/pbrfrag.glsl
index 1d0f759022b2acf8ee046c209f6ecd50784e95aa..d4c7eceb7e26cbb97e529768c50ce9a1469454ef 100644
(file)
--- a/
pbrfrag.glsl
+++ b/
pbrfrag.glsl
@@
-22,8
+22,9
@@
uniform sampler2D brdfMap;
out vec4 fragColor;
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;
const float PI = 3.14159265359;
@@
-95,7
+96,7
@@
void main() {
// reflectance
vec3 Lo = vec3(0.f);
// 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);
vec3 L = normalize(lightPositions[i] - worldPos);
vec3 H = normalize(V + L);