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#include "lighting.sdr"
in vec4 vertPosition;
layout (std140) uniform matrixData {
mat4 modelViewMatrix;
mat4 projMatrix;
};
layout (std140) uniform lightData {
vec3 diffuseLightColor;
float coneAngle;
vec3 lightDir;
float coneInnerAngle;
vec3 coneDir;
bool dualCone;
vec3 scale;
float lightRadius;
int lightType;
bool enable_shadows;
float sourceRadius;
};
void main()
{
if (lightType == LT_DIRECTIONAL) {
gl_Position = vec4(vertPosition.xyz, 1.0);
} else {
gl_Position = projMatrix * modelViewMatrix * vec4(vertPosition.xyz * scale, 1.0);
}
}
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