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const int MAX_LIGHTS = 8;
const int TYPE_POINT = 0;
const int TYPE_DIRECTIONAL = 1;
const int TYPE_SPOT = 2;
struct Light {
int type;
vec3 position;
vec3 color;
float intensity;
vec3 direction;
float constantAttenuation;
float linearAttenuation;
float quadraticAttenuation;
float cutOffAngle;
};
layout(std140, binding = auto) uniform qt3d_light_uniforms {
uniform Light lights[MAX_LIGHTS];
uniform int lightCount;
uniform int envLightCount;
};
// Pre-convolved environment maps
layout(binding = auto) uniform samplerCube envLight_irradiance; // For diffuse contribution
layout(binding = auto) uniform samplerCube envLight_specular; // For specular contribution
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