This commit is contained in:
xsl
2025-09-04 10:54:47 +08:00
commit 6bc8f61b18
1808 changed files with 208268 additions and 0 deletions
+73
View File
@@ -0,0 +1,73 @@
#version 320 es
/* Copyright (c) 2019-2025, 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 8
precision highp float;
layout(set = 0, binding = 0) uniform sampler2D base_color_texture;
layout(location = 0) in vec4 in_pos;
layout(location = 1) in vec2 in_uv;
layout(location = 2) in vec3 in_normal;
layout(location = 0) out vec4 o_color;
#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)
{
vec3 normal = normalize(in_normal);
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);
}
for (uint i = 0U; i < POINT_LIGHT_COUNT; ++i)
{
light_contribution += apply_point_light(lights_info.point_lights[i], in_pos.xyz, normal);
}
for (uint i = 0U; i < SPOT_LIGHT_COUNT; ++i)
{
light_contribution += apply_spot_light(lights_info.spot_lights[i], in_pos.xyz, normal);
}
vec4 base_color = vec4(1.0, 0.0, 0.0, 1.0);
base_color = texture(base_color_texture, in_uv);
vec3 ambient_color = vec3(0.2) * base_color.xyz;
o_color = vec4(ambient_color + light_contribution * base_color.xyz, base_color.w);
}
Binary file not shown.
+48
View File
@@ -0,0 +1,48 @@
#version 320 es
/* Copyright (c) 2019-2025, 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_SCENE_MESH_COUNT 2048
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 texcoord_0;
layout(location = 2) in vec3 normal;
struct MVPUniform
{
mat4 model;
mat4 view_proj;
mat4 scale;
mat4 padding;
};
layout(set = 0, binding = 1) buffer MVPUniformArray
{
MVPUniform uniform_data[MAX_SCENE_MESH_COUNT];
} mvp_array;
layout (location = 0) out vec4 o_pos;
layout (location = 1) out vec2 o_uv;
layout (location = 2) out vec3 o_normal;
void main(void)
{
o_pos = mvp_array.uniform_data[gl_InstanceIndex].model * mvp_array.uniform_data[gl_InstanceIndex].scale * vec4(position, 1.0);
o_uv = texcoord_0;
o_normal = mat3(mvp_array.uniform_data[gl_InstanceIndex].model) * normal;
gl_Position = mvp_array.uniform_data[gl_InstanceIndex].view_proj * o_pos;
}
Binary file not shown.
+73
View File
@@ -0,0 +1,73 @@
#version 320 es
/* Copyright (c) 2019-2025, 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 8
precision highp float;
layout(set = 0, binding = 0) uniform sampler2D base_color_texture;
layout(location = 0) in vec4 in_pos;
layout(location = 1) in vec2 in_uv;
layout(location = 2) in vec3 in_normal;
layout(location = 0) out vec4 o_color;
#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)
{
vec3 normal = normalize(in_normal);
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);
}
for (uint i = 0U; i < POINT_LIGHT_COUNT; ++i)
{
light_contribution += apply_point_light(lights_info.point_lights[i], in_pos.xyz, normal);
}
for (uint i = 0U; i < SPOT_LIGHT_COUNT; ++i)
{
light_contribution += apply_spot_light(lights_info.spot_lights[i], in_pos.xyz, normal);
}
vec4 base_color = vec4(1.0, 0.0, 0.0, 1.0);
base_color = texture(base_color_texture, in_uv);
vec3 ambient_color = vec3(0.2) * base_color.xyz;
o_color = vec4(ambient_color + light_contribution * base_color.xyz, base_color.w);
}
Binary file not shown.
@@ -0,0 +1,41 @@
#version 320 es
/* Copyright (c) 2019-2025, 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.
*/
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 texcoord_0;
layout(location = 2) in vec3 normal;
layout(push_constant, std430) uniform MVPUniform
{
mat4 model;
mat4 view_proj;
mat4 scale;
mat4 padding;
} mvp_uniform;
layout (location = 0) out vec4 o_pos;
layout (location = 1) out vec2 o_uv;
layout (location = 2) out vec3 o_normal;
void main(void)
{
o_pos = mvp_uniform.model * mvp_uniform.scale * vec4(position, 1.0);
o_uv = texcoord_0;
o_normal = mat3(mvp_uniform.model) * normal;
gl_Position = mvp_uniform.view_proj * o_pos;
}
Binary file not shown.
@@ -0,0 +1,39 @@
#version 320 es
/* Copyright (c) 2019-2025, 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.
*/
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 texcoord_0;
layout(location = 2) in vec3 normal;
layout(push_constant, std430) uniform MVPUniform
{
mat4 model;
mat4 view_proj;
} mvp_uniform;
layout (location = 0) out vec4 o_pos;
layout (location = 1) out vec2 o_uv;
layout (location = 2) out vec3 o_normal;
void main(void)
{
o_pos = mvp_uniform.model * vec4(position, 1.0);
o_uv = texcoord_0;
o_normal = mat3(mvp_uniform.model) * normal;
gl_Position = mvp_uniform.view_proj * o_pos;
}
Binary file not shown.
+81
View File
@@ -0,0 +1,81 @@
#version 320 es
/* Copyright (c) 2019-2025, 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 8
precision highp float;
layout(set = 0, binding = 0) uniform sampler2D base_color_texture;
layout(location = 0) in vec4 in_pos;
layout(location = 1) in vec2 in_uv;
layout(location = 2) in vec3 in_normal;
layout(location = 0) out vec4 o_color;
layout(set = 0, binding = 1) uniform MVPUniform
{
mat4 model;
mat4 view_proj;
mat4 scale;
mat4 padding;
} mvp_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)
{
vec3 normal = normalize(in_normal);
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);
}
for (uint i = 0U; i < POINT_LIGHT_COUNT; ++i)
{
light_contribution += apply_point_light(lights_info.point_lights[i], in_pos.xyz, normal);
}
for (uint i = 0U; i < SPOT_LIGHT_COUNT; ++i)
{
light_contribution += apply_spot_light(lights_info.spot_lights[i], in_pos.xyz, normal);
}
vec4 base_color = vec4(1.0, 0.0, 0.0, 1.0);
base_color = texture(base_color_texture, in_uv);
vec3 ambient_color = vec3(0.2) * base_color.xyz;
o_color = vec4(ambient_color + light_contribution * base_color.xyz, base_color.w);
}
Binary file not shown.
+41
View File
@@ -0,0 +1,41 @@
#version 320 es
/* Copyright (c) 2019-2025, 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.
*/
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 texcoord_0;
layout(location = 2) in vec3 normal;
layout(set = 0, binding = 1) uniform MVPUniform
{
mat4 model;
mat4 view_proj;
mat4 scale;
mat4 padding;
} mvp_uniform;
layout (location = 0) out vec4 o_pos;
layout (location = 1) out vec2 o_uv;
layout (location = 2) out vec3 o_normal;
void main(void)
{
o_pos = mvp_uniform.model * mvp_uniform.scale * vec4(position, 1.0);
o_uv = texcoord_0;
o_normal = mat3(mvp_uniform.model) * normal;
gl_Position = mvp_uniform.view_proj * o_pos;
}
Binary file not shown.
+39
View File
@@ -0,0 +1,39 @@
#version 320 es
/* Copyright (c) 2019-2025, 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.
*/
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 texcoord_0;
layout(location = 2) in vec3 normal;
layout(set = 0, binding = 1) uniform MVPUniform
{
mat4 model;
mat4 view_proj;
} mvp_uniform;
layout (location = 0) out vec4 o_pos;
layout (location = 1) out vec2 o_uv;
layout (location = 2) out vec3 o_normal;
void main(void)
{
o_pos = mvp_uniform.model * vec4(position, 1.0);
o_uv = texcoord_0;
o_normal = mat3(mvp_uniform.model) * normal;
gl_Position = mvp_uniform.view_proj * o_pos;
}
Binary file not shown.