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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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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_albedo;
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layout (location = 1) out vec4 o_normal;
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layout(set = 0, binding = 1) uniform GlobalUniform {
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mat4 model;
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mat4 view_proj;
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vec3 camera_position;
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} global_uniform;
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layout(push_constant, std430) uniform PBRMaterialUniform {
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vec4 base_color_factor;
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float metallic_factor;
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float roughness_factor;
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} pbr_material_uniform;
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void main(void)
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{
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vec3 normal = normalize(in_normal);
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// Transform normals from [-1, 1] to [0, 1]
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o_normal = vec4(0.5 * normal + 0.5, 1.0);
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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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o_albedo = base_color;
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}
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