#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. */ precision highp float; #define MAX_LIGHT_COUNT 1 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 GlobalUniform { mat4 model; mat4 view_proj; vec3 camera_position; } global_uniform; struct Light { vec4 position; // position.w represents type of light vec4 color; // color.w represents light intensity vec4 direction; // direction.w represents range vec2 info; // (only used for spot lights) info.x represents light inner cone angle, info.y represents light outer cone angle }; layout(set = 0, binding = 4) uniform LightsInfo { uint count; Light light[MAX_LIGHT_COUNT]; } lights; // Push constants come with a limitation in the size of data. // The standard requires at least 128 bytes layout(push_constant, std430) uniform PBRMaterialUniform { vec4 base_color_factor; float metallic_factor; float roughness_factor; } pbr_material_uniform; layout (constant_id = 0) const uint light_count = 0U; void main(void) { vec3 normal = normalize(in_normal); vec3 light_contribution = vec3(0.0); for (uint i = 0U; i < light_count; i++) { vec3 world_to_light = -lights.light[i].direction.xyz; world_to_light = normalize(world_to_light); float ndotl = clamp(dot(normal, world_to_light), 0.0, 1.0); light_contribution += (ndotl * lights.light[i].color.w * lights.light[i].color.rgb); } 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); }