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xsl
2025-09-04 10:54:47 +08:00
commit 6bc8f61b18
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#version 450
/* Copyright (c) 2020-2021, Arm Limited and Contributors
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
layout(location = 0) out vec4 o_color;
layout(location = 0) in vec3 in_color;
layout(location = 1) in vec3 in_normal;
layout(location = 2) in vec3 in_delta_pos;
void main()
{
vec3 normal_color = in_normal * 0.5 + 0.5;
o_color = vec4(mix(in_color, normal_color, 0.3), 1.0);
o_color.rgb -= 0.2 * fract(2.0 * in_delta_pos);
}
@@ -0,0 +1,75 @@
#version 450
/* Copyright (c) 2020-2025, Arm Limited and Contributors
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#define MAX_LIGHT_COUNT 48
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 normal;
layout(set = 0, binding = 1) uniform GlobalUniform {
mat4 model;
mat4 view_proj;
vec3 camera_position;
} global_uniform;
layout (location = 0) out vec3 o_vertex_color;
layout (location = 1) out vec3 o_normal;
layout (location = 2) out vec3 o_delta_pos;
// Push constants come with a limitation in the size of data.
// The standard requires at least 128 bytes
layout(push_constant, std430) uniform PBRMaterialUniform
{
vec4 base_color_factor;
float metallic_factor;
float roughness_factor;
}
pbr_material_uniform;
#include "lighting.h"
layout(set = 0, binding = 4) uniform LightsInfo
{
Light directional_lights[MAX_LIGHT_COUNT];
Light point_lights[MAX_LIGHT_COUNT];
Light spot_lights[MAX_LIGHT_COUNT];
}
lights_info;
layout(constant_id = 0) const uint DIRECTIONAL_LIGHT_COUNT = 0U;
layout(constant_id = 1) const uint POINT_LIGHT_COUNT = 0U;
layout(constant_id = 2) const uint SPOT_LIGHT_COUNT = 0U;
void main(void)
{
vec4 pos = global_uniform.model * vec4(position, 1.0);
vec3 normal = mat3(global_uniform.model) * normal;
gl_Position = global_uniform.view_proj * pos;
vec3 light_contribution = vec3(0.0);
for (uint i = 0U; i < DIRECTIONAL_LIGHT_COUNT; ++i)
{
light_contribution += apply_directional_light(lights_info.directional_lights[i], normal);
}
light_contribution += vec3(0.2);
light_contribution *= pbr_material_uniform.base_color_factor.rgb;
o_vertex_color = light_contribution;
o_normal = normal;
o_delta_pos = pos.xyz - global_uniform.camera_position;
}
@@ -0,0 +1,31 @@
#version 450
/* Copyright (c) 2020-2021, Arm Limited and Contributors
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#extension GL_EXT_shader_explicit_arithmetic_types_float16: require
layout(location = 0) out f16vec4 o_color;
layout(location = 0) in f16vec3 in_color;
layout(location = 1) in f16vec3 in_normal;
layout(location = 2) in f16vec3 in_delta_pos;
void main()
{
vec3 normal_color = vec3(in_normal) * 0.5 + 0.5;
vec4 color = vec4(mix(vec3(in_color), normal_color, 0.3), 1.0);
color.rgb -= 0.2 * fract(2.0 * vec3(in_delta_pos));
o_color = f16vec4(color);
}
@@ -0,0 +1,76 @@
#version 450
/* Copyright (c) 2020-2025, Arm Limited and Contributors
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#extension GL_EXT_shader_explicit_arithmetic_types_float16 : require
#define MAX_LIGHT_COUNT 48
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 normal;
layout(set = 0, binding = 1) uniform GlobalUniform {
mat4 model;
mat4 view_proj;
vec3 camera_position;
} global_uniform;
layout (location = 0) out f16vec3 o_vertex_color;
layout (location = 1) out f16vec3 o_normal;
layout (location = 2) out f16vec3 o_delta_pos;
// Push constants come with a limitation in the size of data.
// The standard requires at least 128 bytes
layout(push_constant, std430) uniform PBRMaterialUniform
{
vec4 base_color_factor;
float metallic_factor;
float roughness_factor;
}
pbr_material_uniform;
#include "lighting.h"
layout(set = 0, binding = 4) uniform LightsInfo
{
Light directional_lights[MAX_LIGHT_COUNT];
Light point_lights[MAX_LIGHT_COUNT];
Light spot_lights[MAX_LIGHT_COUNT];
}
lights_info;
layout(constant_id = 0) const uint DIRECTIONAL_LIGHT_COUNT = 0U;
layout(constant_id = 1) const uint POINT_LIGHT_COUNT = 0U;
layout(constant_id = 2) const uint SPOT_LIGHT_COUNT = 0U;
void main(void)
{
vec4 pos = global_uniform.model * vec4(position, 1.0);
vec3 normal = mat3(global_uniform.model) * normal;
gl_Position = global_uniform.view_proj * pos;
vec3 light_contribution = vec3(0.0);
for (uint i = 0U; i < DIRECTIONAL_LIGHT_COUNT; ++i)
{
light_contribution += apply_directional_light(lights_info.directional_lights[i], normal);
}
light_contribution += vec3(0.2);
light_contribution *= pbr_material_uniform.base_color_factor.rgb;
o_vertex_color = f16vec3(light_contribution);
o_normal = f16vec3(normal);
o_delta_pos = f16vec3(pos.xyz - global_uniform.camera_position);
}