13 frag_pos_bias = p +
n;
15 vec4
v =
lights.dir.mat[
i] * vec4(frag_pos_bias, 1);
16 frag_pos_light[
i] =
v.xyz /
v.w;
#define LAYOUT(x)
Definition common.h:11
#define NNGN_SHADOWS_ENABLED_BIT
Definition const.h:7
#define NNGN_MAX_LIGHTS
Definition const.h:6
for i
Definition font.lua:5
local n
Definition dump_lights.lua:5
lights
Definition light_ubo.h:25
void set_frag_light_inputs(vec3 p, vec3 n)
Definition light_vert.h:8
v[1]
Definition math.lua:22
local vec3
Definition zelda.lua:8