uniform mat4x3 uMdl;
uniform mat4 uPv;
uniform mat4 uPvmPrev;
-uniform samplerBuffer uLightsArray;
out vec2 aUv;
out vec4 aNorm;
out vec3 aCo;
out vec3 aWorldCo;
-flat out vec4 light_colours[3];
-flat out vec4 light_positions[3];
+
+flat out ivec4 light_indices;
void main()
{
aCo = a_co;
aWorldCo = world_pos0;
- // read lights
- light_colours[0] = texelFetch( uLightsArray, a_lights.x*2+0 );
- light_colours[1] = texelFetch( uLightsArray, a_lights.y*2+0 );
- light_colours[2] = texelFetch( uLightsArray, a_lights.z*2+0 );
- light_positions[0] = texelFetch( uLightsArray, a_lights.x*2+1 );
- light_positions[1] = texelFetch( uLightsArray, a_lights.y*2+1 );
- light_positions[2] = texelFetch( uLightsArray, a_lights.z*2+1 );
+ light_indices = a_lights;
}