oglc/shader/include/sphere.glsl

12 lines
241 B
GLSL

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