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#version 320 es
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/* Copyright (c) 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 48
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precision highp float;
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precision highp sampler2DShadow;
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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 GlobalUniform
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{
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mat4 model;
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mat4 view_proj;
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vec3 camera_position;
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}
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global_uniform;
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// Push constants come with a limitation in the size of data.
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// The standard requires at least 128 bytes
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layout(push_constant, std430) uniform PBRMaterialUniform
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{
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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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}
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pbr_material_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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layout(set = 0, binding = 5) uniform sampler2DShadow shadowmap_texture;
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layout(set = 0, binding = 6) uniform ShadowUniform
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{
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mat4 light_matrix;
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}
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shadow_uniform;
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float calculate_shadow()
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{
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vec4 projected_coord = shadow_uniform.light_matrix * vec4(in_pos.xyz, 1.0);
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projected_coord /= projected_coord.w;
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projected_coord.xy = 0.5 * projected_coord.xy + 0.5;
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return texture(shadowmap_texture, vec3(projected_coord.xy, projected_coord.z));
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}
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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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// Shadows are enabled for the light source #0
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if(i == 0U)
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{
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light_contribution *= calculate_shadow();
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}
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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) 2020, 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(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 (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 = global_uniform.model * vec4(position, 1.0);
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o_uv = texcoord_0;
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o_normal = mat3(global_uniform.model) * normal;
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gl_Position = global_uniform.view_proj * o_pos;
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}
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#version 320 es
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/* Copyright (c) 2020, 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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void main(void)
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{
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}
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#version 320 es
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/* Copyright (c) 2020, 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(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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void main(void)
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{
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vec4 pos = global_uniform.model * vec4(position, 1.0);
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gl_Position = global_uniform.view_proj * pos;
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}
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