refactor: externalize builtin forward-lit shader asset
This commit is contained in:
@@ -0,0 +1,36 @@
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// XC_BUILTIN_FORWARD_LIT_OPENGL_PS
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#version 430
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layout(binding = 1) uniform sampler2D uBaseColorTexture;
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layout(std140, binding = 1) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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};
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layout(std140, binding = 2) uniform MaterialConstants {
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vec4 gBaseColorFactor;
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};
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in vec3 vNormalWS;
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in vec2 vTexCoord;
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layout(location = 0) out vec4 fragColor;
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void main() {
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vec4 baseColor = texture(uBaseColorTexture, vTexCoord) * gBaseColorFactor;
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if (gMainLightColorAndFlags.w < 0.5) {
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fragColor = baseColor;
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return;
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}
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vec3 normalWS = normalize(vNormalWS);
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vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
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vec3 lighting = vec3(0.28) +
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w);
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fragColor = vec4(baseColor.rgb * lighting, baseColor.a);
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}
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@@ -0,0 +1,37 @@
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// XC_BUILTIN_FORWARD_LIT_VULKAN_PS
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#version 450
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layout(set = 3, binding = 0) uniform texture2D uBaseColorTexture;
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layout(set = 4, binding = 0) uniform sampler uLinearSampler;
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layout(set = 1, binding = 0, std140) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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};
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layout(set = 2, binding = 0, std140) uniform MaterialConstants {
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vec4 gBaseColorFactor;
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};
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layout(location = 0) in vec3 vNormalWS;
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layout(location = 1) in vec2 vTexCoord;
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layout(location = 0) out vec4 fragColor;
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void main() {
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vec4 baseColor = texture(sampler2D(uBaseColorTexture, uLinearSampler), vTexCoord) * gBaseColorFactor;
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if (gMainLightColorAndFlags.w < 0.5) {
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fragColor = baseColor;
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return;
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}
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vec3 normalWS = normalize(vNormalWS);
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vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
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vec3 lighting = vec3(0.28) +
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w);
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fragColor = vec4(baseColor.rgb * lighting, baseColor.a);
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}
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@@ -0,0 +1,36 @@
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// XC_BUILTIN_FORWARD_LIT_D3D12_PS
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Texture2D gBaseColorTexture : register(t1);
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SamplerState gLinearSampler : register(s1);
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cbuffer PerObjectConstants : register(b1) {
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float4x4 gProjectionMatrix;
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float4x4 gViewMatrix;
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float4x4 gModelMatrix;
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float4x4 gNormalMatrix;
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float4 gMainLightDirectionAndIntensity;
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float4 gMainLightColorAndFlags;
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};
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cbuffer MaterialConstants : register(b2) {
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float4 gBaseColorFactor;
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};
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struct PSInput {
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float4 position : SV_POSITION;
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float3 normalWS : TEXCOORD0;
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float2 texcoord : TEXCOORD1;
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};
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float4 MainPS(PSInput input) : SV_TARGET {
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float4 baseColor = gBaseColorTexture.Sample(gLinearSampler, input.texcoord) * gBaseColorFactor;
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if (gMainLightColorAndFlags.a < 0.5f) {
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return baseColor;
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}
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float3 normalWS = normalize(input.normalWS);
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float3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = saturate(dot(normalWS, directionToLightWS));
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float3 lighting = float3(0.28f, 0.28f, 0.28f) +
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w);
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return float4(baseColor.rgb * lighting, baseColor.a);
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}
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53
engine/assets/builtin/shaders/forward-lit/forward-lit.shader
Normal file
53
engine/assets/builtin/shaders/forward-lit/forward-lit.shader
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@@ -0,0 +1,53 @@
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{
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"name": "Builtin Forward Lit",
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"passes": [
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{
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"name": "ForwardLit",
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"tags": {
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"LightMode": "ForwardBase"
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},
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"variants": [
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{
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"stage": "Vertex",
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"backend": "D3D12",
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"language": "HLSL",
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"source": "forward-lit.vs.hlsl",
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"entryPoint": "MainVS",
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"profile": "vs_5_0"
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},
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{
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"stage": "Fragment",
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"backend": "D3D12",
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"language": "HLSL",
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"source": "forward-lit.ps.hlsl",
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"entryPoint": "MainPS",
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"profile": "ps_5_0"
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},
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{
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"stage": "Vertex",
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"backend": "OpenGL",
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"language": "GLSL",
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"source": "forward-lit.vert.glsl"
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},
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{
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"stage": "Fragment",
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"backend": "OpenGL",
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"language": "GLSL",
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"source": "forward-lit.frag.glsl"
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},
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{
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"stage": "Vertex",
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"backend": "Vulkan",
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"language": "GLSL",
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"source": "forward-lit.vert.vk.glsl"
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},
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{
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"stage": "Fragment",
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"backend": "Vulkan",
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"language": "GLSL",
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"source": "forward-lit.frag.vk.glsl"
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}
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]
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}
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]
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}
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@@ -0,0 +1,25 @@
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// XC_BUILTIN_FORWARD_LIT_OPENGL_VS
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#version 430
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layout(location = 0) in vec3 aPosition;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec2 aTexCoord;
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layout(std140, binding = 1) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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};
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out vec3 vNormalWS;
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out vec2 vTexCoord;
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void main() {
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vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
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vec4 positionVS = gViewMatrix * positionWS;
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gl_Position = gProjectionMatrix * positionVS;
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vNormalWS = mat3(gNormalMatrix) * aNormal;
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vTexCoord = aTexCoord;
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}
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@@ -0,0 +1,25 @@
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// XC_BUILTIN_FORWARD_LIT_VULKAN_VS
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#version 450
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layout(location = 0) in vec3 aPosition;
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layout(location = 1) in vec3 aNormal;
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layout(location = 2) in vec2 aTexCoord;
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layout(set = 1, binding = 0, std140) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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mat4 gNormalMatrix;
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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};
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layout(location = 0) out vec3 vNormalWS;
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layout(location = 1) out vec2 vTexCoord;
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void main() {
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vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
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vec4 positionVS = gViewMatrix * positionWS;
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gl_Position = gProjectionMatrix * positionVS;
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vNormalWS = mat3(gNormalMatrix) * aNormal;
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vTexCoord = aTexCoord;
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}
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@@ -0,0 +1,38 @@
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// XC_BUILTIN_FORWARD_LIT_D3D12_VS
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Texture2D gBaseColorTexture : register(t1);
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SamplerState gLinearSampler : register(s1);
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cbuffer PerObjectConstants : register(b1) {
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float4x4 gProjectionMatrix;
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float4x4 gViewMatrix;
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float4x4 gModelMatrix;
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float4x4 gNormalMatrix;
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float4 gMainLightDirectionAndIntensity;
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float4 gMainLightColorAndFlags;
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};
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cbuffer MaterialConstants : register(b2) {
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float4 gBaseColorFactor;
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};
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struct VSInput {
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float3 position : POSITION;
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float3 normal : NORMAL;
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float2 texcoord : TEXCOORD0;
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};
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struct PSInput {
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float4 position : SV_POSITION;
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float3 normalWS : TEXCOORD0;
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float2 texcoord : TEXCOORD1;
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};
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PSInput MainVS(VSInput input) {
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PSInput output;
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float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0f));
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float4 positionVS = mul(gViewMatrix, positionWS);
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output.position = mul(gProjectionMatrix, positionVS);
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output.normalWS = mul((float3x3)gNormalMatrix, input.normal);
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output.texcoord = input.texcoord;
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return output;
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}
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