TheAtlasEngine
 
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uniforms.hpp
1#pragma once
2#include <core/scene/components.hpp>
3#include <array>
4
5namespace atlas {
6
8 glm::vec4 position; // this is provided by the transform
9 glm::vec4 color = { 1.f, 1.f, 1.f, 1.f };
10 float attenuation = 1.f;
11 float constant = 1.f;
12 float linear = 1.f;
13 float quadratic = 1.f;
14
15 glm::vec4 ambient = glm::vec4(1.f);
16 glm::vec4 diffuse = glm::vec4(1.f);
17 glm::vec4 specular = glm::vec4(1.f);
18 };
19
21 alignas(16) uint32_t num_lights;
22 // alignas(16) std::array<point_light, 10> light_sources;
23 alignas(16) point_light_ubo light_sources[10];
24 };
25};
Definition uniforms.hpp:20
Definition uniforms.hpp:7