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shaders/light.vert Normal file
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#version 460 core
layout (binding = 0, std140) uniform SharedMatrices {
mat4 projection;
mat4 cam_matrix;
};
layout (binding = 1, std140) uniform Light {
uniform vec4 light_color;
uniform vec3 light_pos;
uniform vec3 camera_pos;
};
uniform vec4 u_position;
void main() {
gl_Position = projection * cam_matrix * u_position;
gl_PointSize = 20 / distance(u_position.xyz, camera_pos);
}