#version 450 const int NUM_LIGHTS = 4; const float BRIGHTNESS = 1.0; const bool USE_GAMMA = true; layout(std140, binding = 0) uniform uniforms_Block { vec3 base_color; float ambient; } uniforms; layout(location = 0) in vec3 in_position; void main() { gl_Position = vec4(in_position, 1.0); } layout(location = 0) in vec4 in_frag_coord; layout(location = 0) out vec4 out_color; void main() { vec3 color = (uniforms.base_color * uniforms.ambient); int i = 0; while ((i < NUM_LIGHTS)) { color = (color + vec3(0.1, 0.1, 0.1)); i = (i + 1); } color = (color * BRIGHTNESS); out_color = vec4(color, 1.0); }