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121 lines
3.2 KiB
121 lines
3.2 KiB
#version 320 es |
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/* Copyright (c) 2020, 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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precision highp sampler2DShadow; |
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#ifdef HAS_BASE_COLOR_TEXTURE |
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layout(set = 0, binding = 0) uniform sampler2D base_color_texture; |
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#endif |
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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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// 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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#include "lighting.h" |
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layout(set = 0, binding = 4) uniform LightsInfo |
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{ |
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Light directional_lights[MAX_LIGHT_COUNT]; |
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Light point_lights[MAX_LIGHT_COUNT]; |
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Light spot_lights[MAX_LIGHT_COUNT]; |
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} |
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lights_info; |
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layout(constant_id = 0) const uint DIRECTIONAL_LIGHT_COUNT = 0U; |
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layout(constant_id = 1) const uint POINT_LIGHT_COUNT = 0U; |
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layout(constant_id = 2) const uint SPOT_LIGHT_COUNT = 0U; |
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layout(set = 0, binding = 5) uniform sampler2DShadow shadowmap_texture; |
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layout(set = 0, binding = 6) uniform ShadowUniform |
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{ |
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mat4 light_matrix; |
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} |
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shadow_uniform; |
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float calculate_shadow() |
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{ |
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vec4 projected_coord = shadow_uniform.light_matrix * vec4(in_pos.xyz, 1.0); |
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projected_coord /= projected_coord.w; |
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projected_coord.xy = 0.5 * projected_coord.xy + 0.5; |
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return texture(shadowmap_texture, vec3(projected_coord.xy, projected_coord.z)); |
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} |
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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 < DIRECTIONAL_LIGHT_COUNT; ++i) |
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{ |
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light_contribution += apply_directional_light(lights_info.directional_lights[i], normal); |
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// Shadows are enabled for the light source #0 |
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if(i == 0U) |
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{ |
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light_contribution *= calculate_shadow(); |
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} |
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} |
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for (uint i = 0U; i < POINT_LIGHT_COUNT; ++i) |
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{ |
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light_contribution += apply_point_light(lights_info.point_lights[i], in_pos.xyz, normal); |
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} |
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for (uint i = 0U; i < SPOT_LIGHT_COUNT; ++i) |
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{ |
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light_contribution += apply_spot_light(lights_info.spot_lights[i], in_pos.xyz, normal); |
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} |
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vec4 base_color = vec4(1.0, 0.0, 0.0, 1.0); |
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#ifdef HAS_BASE_COLOR_TEXTURE |
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base_color = texture(base_color_texture, in_uv); |
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#else |
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base_color = pbr_material_uniform.base_color_factor; |
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#endif |
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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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