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;
for i
Definition: font.lua:5
vec3
Definition: zelda.lua:8
#define NNGN_SHADOWS_ENABLED_BIT
Definition: const.h:7
#define NNGN_MAX_LIGHTS
Definition: const.h:6
#define LAYOUT(x)
Definition: common.h:11
void set_frag_light_inputs(vec3 p, vec3 n)
Definition: light_vert.h:8
n
Definition: dump_lights.lua:5
v[1]
Definition: math.lua:19
lights
Definition: models.lua:8