refactor: externalize builtin forward-lit shader asset
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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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