init
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/* Copyright (c) 2023-2024, Mobica Limited
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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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#version 450
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layout(binding = 1) uniform samplerCube samplerEnvMap;
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layout(location = 0) in vec3 inUVW;
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layout(location = 0) out vec4 outColor0;
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void main()
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{
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vec4 color;
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vec3 normal = normalize(inUVW);
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color = texture(samplerEnvMap, normal);
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outColor0 = vec4(color.rgb, 1.0);
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}
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/* Copyright (c) 2023-2024, Mobica Limited
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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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#version 450
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layout(location = 0) in vec3 inPos;
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layout(location = 1) in vec3 inNormal;
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layout(binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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}
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ubo;
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layout(location = 0) out vec3 outUVW;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outUVW = inPos;
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gl_Position = ubo.projection * vec4(mat3(ubo.view) * (inPos * 10), 1.0);
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}
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/* Copyright (c) 2023-2024, Mobica Limited
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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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#version 450
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layout(location = 0) in vec3 inPos;
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layout(location = 1) in vec3 inNormal;
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layout(location = 2) in vec4 inColor;
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layout(location = 4) in vec3 inLightVec;
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layout(location = 5) in vec3 inLightColor[2];
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layout(location = 7) in vec3 inViewVec;
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layout(location = 8) in float inLightIntensity;
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layout(location = 0) out vec4 outColor0;
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layout(constant_id = 0) const int type = 0;
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void main()
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{
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float attenuation = 1.0 / dot(inLightVec, inLightVec);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = inLightColor[0] * attenuation * max(dot(N, L), 0) * inLightIntensity;
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vec3 ambient = inLightColor[1];
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vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.65);
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outColor0 = vec4((ambient + diffuse) * inColor.rgb + (specular * inLightIntensity / 50), inColor.a);
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}
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/* Copyright (c) 2023-2024, Mobica Limited
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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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#version 450
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layout(location = 0) in vec3 inPos;
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layout(location = 1) in vec3 inNormal;
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layout(binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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}
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ubo;
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layout(binding = 1) uniform UBOBaseline
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{
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vec4 ambientLightColor;
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vec4 lightPosition;
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vec4 lightColor;
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float lightIntensity;
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}
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ubo_baseline;
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layout(push_constant) uniform Push_Constants
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{
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mat4 model;
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vec4 color;
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}
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push_constants;
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layout(location = 0) out vec3 outPos;
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layout(location = 1) out vec3 outNormal;
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layout(location = 2) out vec4 fragColor;
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layout(location = 4) out vec3 outLightVec;
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layout(location = 5) out vec3 outLightColor[2];
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layout(location = 7) out vec3 outViewVec;
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layout(location = 8) out float outLightIntensity;
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layout(constant_id = 0) const int type = 0;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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fragColor = push_constants.color;
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vec4 localPos = ubo.view * push_constants.model * vec4(inPos, 1.0);
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gl_Position = ubo.projection * localPos;
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outNormal = mat3(ubo.view * push_constants.model) * inNormal;
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vec4 positionWorld = push_constants.model * vec4(inPos, 1.0);
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outLightVec = ubo_baseline.lightPosition.xyz - positionWorld.xyz;
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outLightColor[0] = ubo_baseline.lightColor.xyz * ubo_baseline.lightColor.w;
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outLightColor[1] = ubo_baseline.ambientLightColor.xyz * ubo_baseline.ambientLightColor.w;
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outViewVec = -localPos.xyz;
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outLightIntensity = ubo_baseline.lightIntensity;
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}
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/* Copyright (c) 2024, Sascha Willems
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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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TextureCube textureEnvMap : register(t1);
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SamplerState samplerEnvMap : register(s1);
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 UVW : TEXCOORD0;
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};
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float4 main(VSOutput input) : SV_TARGET0
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{
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float3 normal = normalize(input.UVW);
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float4 color = textureEnvMap.Sample(samplerEnvMap, normal);
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return float4(color.rgb, 1.0);
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}
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/* Copyright (c) 2024, Sascha Willems
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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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struct VSInput
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{
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[[vk::location(0)]] float3 Pos : POSITION0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 view;
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};
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[[vk::binding(0, 0)]]
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ConstantBuffer<UBO> ubo : register(b0);
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 UVW : TEXCOORD0;
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};
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VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput) 0;
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output.UVW = input.Pos;
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output.Pos = mul(ubo.projection, mul(ubo.view, float4(input.Pos.xyz * 10.0, 1.0)));
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return output;
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}
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/* Copyright (c) 2024, Sascha Willems
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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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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float3 Normal : NORMAL0;
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float4 Color : TEXCOORD0;
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float3 LightVec : TEXCOORD1;
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float3 LightColor[2] : TEXCOORD2;
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float3 ViewVec : TEXCOORD3;
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float LightIntensity : TEXCOORD4;
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};
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float4 main(VSOutput input) : SV_TARGET0
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{
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float attenuation = 1.0 / dot(input.LightVec, input.LightVec);
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(-L, N);
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float3 diffuse = input.LightColor[0] * attenuation * max(dot(N, L), 0) * input.LightIntensity;
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float3 ambient = input.LightColor[1];
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float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.65, 0.65, 0.65);
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return float4((ambient + diffuse) * input.Color.rgb + (specular * input.LightIntensity / 50), input.Color.a);
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}
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/* Copyright (c) 2024, Sascha Willems
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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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struct VSInput
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{
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[[vk::location(0)]] float3 Pos : POSITION0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 view;
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};
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[[vk::binding(0, 0)]]
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ConstantBuffer<UBO> ubo : register(b0);
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struct UBOBaseline
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{
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float4 ambientLightColor;
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float4 lightPosition;
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float4 lightColor;
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float lightIntensity;
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};
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[[vk::binding(1, 0)]]
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ConstantBuffer<UBOBaseline> ubo_baseline : register(b1);
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struct PushConstants
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{
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float4x4 model;
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float4 color;
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};
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[[vk::push_constant]] PushConstants push_constants;
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float3 Normal : NORMAL0;
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float4 Color : TEXCOORD0;
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float3 LightVec : TEXCOORD1;
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float3 LightColor[2] : TEXCOORD2;
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float3 ViewVec : TEXCOORD3;
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float LightIntensity : TEXCOORD4;
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};
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VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput) 0;
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float4 localPos = mul(ubo.view, mul(push_constants.model, float4(input.Pos, 1.0)));
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float4 positionWorld = mul(push_constants.model, float4(input.Pos, 1.0));
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output.Color = push_constants.color;
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output.Pos = mul(ubo.projection, localPos);
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output.Normal = mul((float3x3)(mul(ubo.view, push_constants.model)), input.Normal);
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output.LightVec = ubo_baseline.lightPosition.xyz - positionWorld.xyz;
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output.LightColor[0] = ubo_baseline.lightColor.xyz * ubo_baseline.lightColor.w;
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output.LightColor[1] = ubo_baseline.ambientLightColor.xyz * ubo_baseline.ambientLightColor.w;
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output.ViewVec = -localPos.xyz;
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output.LightIntensity = ubo_baseline.lightIntensity;
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return output;
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}
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