#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; 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_albedo; layout (location = 1) out vec4 o_normal; layout(set = 0, binding = 1) uniform GlobalUniform { mat4 model; mat4 view_proj; vec3 camera_position; } global_uniform; layout(push_constant, std430) uniform PBRMaterialUniform { vec4 base_color_factor; float metallic_factor; float roughness_factor; } pbr_material_uniform; void main(void) { vec3 normal = normalize(in_normal); // Transform normals from [-1, 1] to [0, 1] o_normal = vec4(0.5 * normal + 0.5, 1.0); vec4 base_color = vec4(1.0, 0.0, 0.0, 1.0); base_color = texture(base_color_texture, in_uv); o_albedo = base_color; }