#version 450 const int MAX_LIGHTS = 4; struct Light { vec4 direction; vec4 color; }; layout(location = 0) in vec2 fragUV; layout(location = 1) in vec3 fragNormal; layout(location = 2) in vec3 fragWorldPos; layout(location = 0) out vec4 outColor; layout(set = 0, binding = 0) uniform UniformBufferObject { mat4 view; mat4 proj; vec4 ambientColor; Light lights[MAX_LIGHTS]; } ubo; layout(set = 1, binding = 0) uniform sampler2D texSampler; void main() { vec3 albedo = texture(texSampler, fragUV).rgb; vec3 N = normalize(fragNormal); vec3 result = ubo.ambientColor.rgb * albedo; for (int i = 0; i < MAX_LIGHTS; ++i) { vec3 L = normalize(-ubo.lights[i].direction.xyz); float diff = max(dot(N, L), 0.0); result += ubo.lights[i].color.rgb * ubo.lights[i].color.a * diff * albedo; } outColor = vec4(result, 1.0); }