TheAtlasEngine
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uniforms.hpp
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#pragma once
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#include <core/scene/components.hpp>
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#include <array>
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namespace
atlas {
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struct
point_light_ubo
{
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glm::vec4 position;
// this is provided by the transform
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glm::vec4 color = { 1.f, 1.f, 1.f, 1.f };
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float
attenuation = 1.f;
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float
constant = 1.f;
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float
linear = 1.f;
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float
quadratic = 1.f;
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glm::vec4 ambient = glm::vec4(1.f);
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glm::vec4 diffuse = glm::vec4(1.f);
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glm::vec4 specular = glm::vec4(1.f);
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};
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struct
light_scene_ubo
{
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alignas
(16) uint32_t num_lights;
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// alignas(16) std::array<point_light, 10> light_sources;
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alignas
(16)
point_light_ubo
light_sources[10];
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};
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};
atlas::light_scene_ubo
Definition
uniforms.hpp:20
atlas::point_light_ubo
Definition
uniforms.hpp:7
TheAtlasEngine
atlas
renderer
uniforms.hpp
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