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Vulkan-Samples/shaders/specialization_constants/UBOs.frag
T
2025-09-04 10:54:47 +08:00

89 lines
2.4 KiB
GLSL

#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;
void main(void)
{
vec3 normal = normalize(in_normal);
vec3 light_contribution = vec3(0.0);
for (uint i = 0U; i < lights.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);
}