init
This commit is contained in:
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#version 320 es
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/* Copyright (c) 2019-2025, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#define MAX_LIGHT_COUNT 8
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precision highp float;
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layout(set = 0, binding = 0) uniform sampler2D base_color_texture;
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layout(location = 0) in vec4 in_pos;
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layout(location = 1) in vec2 in_uv;
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layout(location = 2) in vec3 in_normal;
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layout(location = 0) out vec4 o_color;
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#include "lighting.h"
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layout(set = 0, binding = 4) uniform LightsInfo
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{
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Light directional_lights[MAX_LIGHT_COUNT];
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Light point_lights[MAX_LIGHT_COUNT];
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Light spot_lights[MAX_LIGHT_COUNT];
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}
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lights_info;
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layout(constant_id = 0) const uint DIRECTIONAL_LIGHT_COUNT = 0U;
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layout(constant_id = 1) const uint POINT_LIGHT_COUNT = 0U;
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layout(constant_id = 2) const uint SPOT_LIGHT_COUNT = 0U;
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void main(void)
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{
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vec3 normal = normalize(in_normal);
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vec3 light_contribution = vec3(0.0);
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for (uint i = 0U; i < DIRECTIONAL_LIGHT_COUNT; ++i)
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{
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light_contribution += apply_directional_light(lights_info.directional_lights[i], normal);
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}
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for (uint i = 0U; i < POINT_LIGHT_COUNT; ++i)
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{
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light_contribution += apply_point_light(lights_info.point_lights[i], in_pos.xyz, normal);
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}
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for (uint i = 0U; i < SPOT_LIGHT_COUNT; ++i)
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{
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light_contribution += apply_spot_light(lights_info.spot_lights[i], in_pos.xyz, normal);
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}
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vec4 base_color = vec4(1.0, 0.0, 0.0, 1.0);
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base_color = texture(base_color_texture, in_uv);
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vec3 ambient_color = vec3(0.2) * base_color.xyz;
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o_color = vec4(ambient_color + light_contribution * base_color.xyz, base_color.w);
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}
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@@ -0,0 +1,48 @@
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#version 320 es
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/* Copyright (c) 2019-2025, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#define MAX_SCENE_MESH_COUNT 2048
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec2 texcoord_0;
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layout(location = 2) in vec3 normal;
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struct MVPUniform
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{
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mat4 model;
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mat4 view_proj;
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mat4 scale;
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mat4 padding;
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};
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layout(set = 0, binding = 1) buffer MVPUniformArray
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{
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MVPUniform uniform_data[MAX_SCENE_MESH_COUNT];
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} mvp_array;
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layout (location = 0) out vec4 o_pos;
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layout (location = 1) out vec2 o_uv;
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layout (location = 2) out vec3 o_normal;
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void main(void)
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{
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o_pos = mvp_array.uniform_data[gl_InstanceIndex].model * mvp_array.uniform_data[gl_InstanceIndex].scale * vec4(position, 1.0);
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o_uv = texcoord_0;
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o_normal = mat3(mvp_array.uniform_data[gl_InstanceIndex].model) * normal;
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gl_Position = mvp_array.uniform_data[gl_InstanceIndex].view_proj * o_pos;
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}
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#version 320 es
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/* Copyright (c) 2019-2025, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#define MAX_LIGHT_COUNT 8
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precision highp float;
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layout(set = 0, binding = 0) uniform sampler2D base_color_texture;
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layout(location = 0) in vec4 in_pos;
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layout(location = 1) in vec2 in_uv;
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layout(location = 2) in vec3 in_normal;
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layout(location = 0) out vec4 o_color;
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#include "lighting.h"
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layout(set = 0, binding = 4) uniform LightsInfo
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{
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Light directional_lights[MAX_LIGHT_COUNT];
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Light point_lights[MAX_LIGHT_COUNT];
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Light spot_lights[MAX_LIGHT_COUNT];
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}
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lights_info;
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layout(constant_id = 0) const uint DIRECTIONAL_LIGHT_COUNT = 0U;
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layout(constant_id = 1) const uint POINT_LIGHT_COUNT = 0U;
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layout(constant_id = 2) const uint SPOT_LIGHT_COUNT = 0U;
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void main(void)
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{
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vec3 normal = normalize(in_normal);
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vec3 light_contribution = vec3(0.0);
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for (uint i = 0U; i < DIRECTIONAL_LIGHT_COUNT; ++i)
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{
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light_contribution += apply_directional_light(lights_info.directional_lights[i], normal);
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}
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for (uint i = 0U; i < POINT_LIGHT_COUNT; ++i)
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{
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light_contribution += apply_point_light(lights_info.point_lights[i], in_pos.xyz, normal);
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}
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for (uint i = 0U; i < SPOT_LIGHT_COUNT; ++i)
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{
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light_contribution += apply_spot_light(lights_info.spot_lights[i], in_pos.xyz, normal);
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}
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vec4 base_color = vec4(1.0, 0.0, 0.0, 1.0);
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base_color = texture(base_color_texture, in_uv);
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vec3 ambient_color = vec3(0.2) * base_color.xyz;
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o_color = vec4(ambient_color + light_contribution * base_color.xyz, base_color.w);
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}
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#version 320 es
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/* Copyright (c) 2019-2025, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec2 texcoord_0;
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layout(location = 2) in vec3 normal;
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layout(push_constant, std430) uniform MVPUniform
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{
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mat4 model;
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mat4 view_proj;
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mat4 scale;
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mat4 padding;
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} mvp_uniform;
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layout (location = 0) out vec4 o_pos;
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layout (location = 1) out vec2 o_uv;
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layout (location = 2) out vec3 o_normal;
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void main(void)
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{
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o_pos = mvp_uniform.model * mvp_uniform.scale * vec4(position, 1.0);
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o_uv = texcoord_0;
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o_normal = mat3(mvp_uniform.model) * normal;
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gl_Position = mvp_uniform.view_proj * o_pos;
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}
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Binary file not shown.
@@ -0,0 +1,39 @@
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#version 320 es
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/* Copyright (c) 2019-2025, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec2 texcoord_0;
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layout(location = 2) in vec3 normal;
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layout(push_constant, std430) uniform MVPUniform
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{
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mat4 model;
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mat4 view_proj;
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} mvp_uniform;
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layout (location = 0) out vec4 o_pos;
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layout (location = 1) out vec2 o_uv;
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layout (location = 2) out vec3 o_normal;
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void main(void)
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{
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o_pos = mvp_uniform.model * vec4(position, 1.0);
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o_uv = texcoord_0;
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o_normal = mat3(mvp_uniform.model) * normal;
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gl_Position = mvp_uniform.view_proj * o_pos;
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}
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Binary file not shown.
@@ -0,0 +1,81 @@
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#version 320 es
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/* Copyright (c) 2019-2025, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#define MAX_LIGHT_COUNT 8
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precision highp float;
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layout(set = 0, binding = 0) uniform sampler2D base_color_texture;
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layout(location = 0) in vec4 in_pos;
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layout(location = 1) in vec2 in_uv;
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layout(location = 2) in vec3 in_normal;
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layout(location = 0) out vec4 o_color;
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layout(set = 0, binding = 1) uniform MVPUniform
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{
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mat4 model;
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mat4 view_proj;
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mat4 scale;
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mat4 padding;
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} mvp_uniform;
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#include "lighting.h"
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layout(set = 0, binding = 4) uniform LightsInfo
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{
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Light directional_lights[MAX_LIGHT_COUNT];
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Light point_lights[MAX_LIGHT_COUNT];
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Light spot_lights[MAX_LIGHT_COUNT];
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}
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lights_info;
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layout(constant_id = 0) const uint DIRECTIONAL_LIGHT_COUNT = 0U;
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layout(constant_id = 1) const uint POINT_LIGHT_COUNT = 0U;
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layout(constant_id = 2) const uint SPOT_LIGHT_COUNT = 0U;
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void main(void)
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{
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vec3 normal = normalize(in_normal);
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vec3 light_contribution = vec3(0.0);
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for (uint i = 0U; i < DIRECTIONAL_LIGHT_COUNT; ++i)
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{
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light_contribution += apply_directional_light(lights_info.directional_lights[i], normal);
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}
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for (uint i = 0U; i < POINT_LIGHT_COUNT; ++i)
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{
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light_contribution += apply_point_light(lights_info.point_lights[i], in_pos.xyz, normal);
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}
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for (uint i = 0U; i < SPOT_LIGHT_COUNT; ++i)
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{
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light_contribution += apply_spot_light(lights_info.spot_lights[i], in_pos.xyz, normal);
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}
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vec4 base_color = vec4(1.0, 0.0, 0.0, 1.0);
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base_color = texture(base_color_texture, in_uv);
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vec3 ambient_color = vec3(0.2) * base_color.xyz;
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o_color = vec4(ambient_color + light_contribution * base_color.xyz, base_color.w);
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}
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Binary file not shown.
@@ -0,0 +1,41 @@
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#version 320 es
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/* Copyright (c) 2019-2025, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
|
||||
* 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.
|
||||
*/
|
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|
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec2 texcoord_0;
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layout(location = 2) in vec3 normal;
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|
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layout(set = 0, binding = 1) uniform MVPUniform
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{
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mat4 model;
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mat4 view_proj;
|
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mat4 scale;
|
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mat4 padding;
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} mvp_uniform;
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layout (location = 0) out vec4 o_pos;
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layout (location = 1) out vec2 o_uv;
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layout (location = 2) out vec3 o_normal;
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void main(void)
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{
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o_pos = mvp_uniform.model * mvp_uniform.scale * vec4(position, 1.0);
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o_uv = texcoord_0;
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o_normal = mat3(mvp_uniform.model) * normal;
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gl_Position = mvp_uniform.view_proj * o_pos;
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}
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Binary file not shown.
@@ -0,0 +1,39 @@
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#version 320 es
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/* Copyright (c) 2019-2025, Arm Limited and Contributors
|
||||
*
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||||
* 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) in vec3 position;
|
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layout(location = 1) in vec2 texcoord_0;
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layout(location = 2) in vec3 normal;
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|
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layout(set = 0, binding = 1) uniform MVPUniform
|
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{
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mat4 model;
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mat4 view_proj;
|
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} mvp_uniform;
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|
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layout (location = 0) out vec4 o_pos;
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layout (location = 1) out vec2 o_uv;
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layout (location = 2) out vec3 o_normal;
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void main(void)
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{
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o_pos = mvp_uniform.model * vec4(position, 1.0);
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o_uv = texcoord_0;
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o_normal = mat3(mvp_uniform.model) * normal;
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gl_Position = mvp_uniform.view_proj * o_pos;
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}
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Binary file not shown.
Reference in New Issue
Block a user