Update to 5.5 version of eexample and fix to work in web

set GLSL_VERSION            100

set precision highp float;
removed in keyword
fix for loop has to use only constant
This commit is contained in:
devdad 2024-11-19 17:27:50 +01:00
commit 02d6cefd37

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@ -1,6 +1,6 @@
#version 100
precision mediump float;
precision highp float;
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0
@ -17,12 +17,12 @@ struct Light {
};
// Input vertex attributes (from vertex shader)
varying in vec3 fragPosition;
varying in vec2 fragTexCoord;
varying in vec4 fragColor;
varying in vec3 fragNormal;
varying in vec4 shadowPos;
varying in mat3 TBN;
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
varying vec4 shadowPos;
varying mat3 TBN;
// Input uniform values
@ -113,7 +113,7 @@ vec3 pbr(){
vec3 baseRefl = mix(vec3(0.04),albedo.rgb,metallic);
vec3 Lo = vec3(0.0); // acumulate lighting lum
for(int i=0;i<numOfLights;++i){
for(int i=0;i<4;++i){
vec3 L = normalize(lights[i].position - fragPosition); // calc light vector
vec3 H = normalize(V + L); // calc halfway bisecting vector