#version 320 es /* Copyright (c) 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. */ #define MAX_LIGHT_COUNT 48 precision highp float; precision highp sampler2DShadow; 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; // 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; #include "lighting.h" layout(set = 0, binding = 4) uniform LightsInfo { Light directional_lights[MAX_LIGHT_COUNT]; Light point_lights[MAX_LIGHT_COUNT]; Light spot_lights[MAX_LIGHT_COUNT]; } lights_info; layout(constant_id = 0) const uint DIRECTIONAL_LIGHT_COUNT = 0U; layout(constant_id = 1) const uint POINT_LIGHT_COUNT = 0U; layout(constant_id = 2) const uint SPOT_LIGHT_COUNT = 0U; layout(set = 0, binding = 5) uniform sampler2DShadow shadowmap_texture; layout(set = 0, binding = 6) uniform ShadowUniform { mat4 light_matrix; } shadow_uniform; float calculate_shadow() { vec4 projected_coord = shadow_uniform.light_matrix * vec4(in_pos.xyz, 1.0); projected_coord /= projected_coord.w; projected_coord.xy = 0.5 * projected_coord.xy + 0.5; return texture(shadowmap_texture, vec3(projected_coord.xy, projected_coord.z)); } void main(void) { vec3 normal = normalize(in_normal); vec3 light_contribution = vec3(0.0); for (uint i = 0U; i < DIRECTIONAL_LIGHT_COUNT; ++i) { light_contribution += apply_directional_light(lights_info.directional_lights[i], normal); // Shadows are enabled for the light source #0 if(i == 0U) { light_contribution *= calculate_shadow(); } } for (uint i = 0U; i < POINT_LIGHT_COUNT; ++i) { light_contribution += apply_point_light(lights_info.point_lights[i], in_pos.xyz, normal); } for (uint i = 0U; i < SPOT_LIGHT_COUNT; ++i) { light_contribution += apply_spot_light(lights_info.spot_lights[i], in_pos.xyz, normal); } 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); }