init
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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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#define MAX_LIGHT_COUNT 1
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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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struct Light
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{
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vec4 position; // position.w represents type of light
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vec4 color; // color.w represents light intensity
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vec4 direction; // direction.w represents range
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vec2 info; // (only used for spot lights) info.x represents light inner cone angle, info.y represents light outer cone angle
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};
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layout(set = 0, binding = 4) uniform LightsInfo
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{
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uint count;
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Light light[MAX_LIGHT_COUNT];
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}
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lights;
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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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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 < lights.count; i++)
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{
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vec3 world_to_light = -lights.light[i].direction.xyz;
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world_to_light = normalize(world_to_light);
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float ndotl = clamp(dot(normal, world_to_light), 0.0, 1.0);
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light_contribution += (ndotl * lights.light[i].color.w * lights.light[i].color.rgb);
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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 +1,90 @@
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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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#define MAX_LIGHT_COUNT 1
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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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struct Light
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{
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vec4 position; // position.w represents type of light
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vec4 color; // color.w represents light intensity
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vec4 direction; // direction.w represents range
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vec2 info; // (only used for spot lights) info.x represents light inner cone angle, info.y represents light outer cone angle
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};
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layout(set = 0, binding = 4) uniform LightsInfo
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{
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uint count;
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Light light[MAX_LIGHT_COUNT];
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}
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lights;
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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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layout (constant_id = 0) const uint 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 < light_count; i++)
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{
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vec3 world_to_light = -lights.light[i].direction.xyz;
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world_to_light = normalize(world_to_light);
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float ndotl = clamp(dot(normal, world_to_light), 0.0, 1.0);
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light_contribution += (ndotl * lights.light[i].color.w * lights.light[i].color.rgb);
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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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