oglc/shader/include/sphere.glsl

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struct Sphere
{
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// (c.x,c.y,c.z,r)
vec4 cr;
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vec3 albedo;
};
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// 253 is the maximum?? TODO: use uniform buffer objects
const int SPHERES = 250;
uniform int _activeSpheres;
layout (location = 1) uniform Sphere _spheres[SPHERES];