Remove assets from repository and download them using xmake
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105
assets/shaders/lighting.nzsl
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105
assets/shaders/lighting.nzsl
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[nzsl_version("1.0")]
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module;
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import Engine.ViewerData;
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[layout(std140)]
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struct PointLight
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{
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color: vec3[f32],
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position: vec3[f32],
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radius: f32,
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invRadius: f32,
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}
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[layout(std140)]
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struct SpotLight
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{
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transformMatrix: mat4[f32],
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color: vec3[f32],
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position: vec3[f32],
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direction: vec3[f32],
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radius: f32,
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invRadius: f32,
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innerAngle: f32,
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outerAngle: f32
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}
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[set(0)]
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external
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{
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[binding(0)] viewerData: uniform[ViewerData],
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[binding(1)] colorTexture: sampler2D[f32],
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[binding(2)] normalTexture: sampler2D[f32],
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[binding(3)] positionTexture: sampler2D[f32],
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}
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[set(1)]
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external
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{
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[binding(0)] lightParameters: uniform[SpotLight],
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}
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struct FragIn
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{
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[builtin(fragcoord)] fragcoord: vec4[f32]
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}
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struct FragOut
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{
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[location(0)] color: vec4[f32]
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}
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struct VertIn
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{
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[location(0)] pos: vec3[f32]
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}
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struct VertOut
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{
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[builtin(position)] position: vec4[f32]
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}
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[entry(frag)]
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fn main(input: FragIn) -> FragOut
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{
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let fragcoord = input.fragcoord.xy * viewerData.invRenderTargetSize;
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let normal = normalTexture.Sample(fragcoord).xyz * 2.0 - vec3[f32](1.0, 1.0, 1.0);
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let position = positionTexture.Sample(fragcoord).xyz;
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let attenuation = compute_attenuation(position, normal);
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let output: FragOut;
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output.color = vec4[f32](lightParameters.color, 1.0) * attenuation * colorTexture.Sample(fragcoord);
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return output;
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}
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[entry(vert)]
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fn main(input: VertIn) -> VertOut
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{
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let output: VertOut;
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output.position = viewerData.projectionMatrix * viewerData.viewMatrix * lightParameters.transformMatrix * vec4[f32](input.pos, 1.0);
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return output;
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}
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fn compute_attenuation(worldPos: vec3[f32], normal: vec3[f32]) -> f32
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{
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let distance = length(lightParameters.position - worldPos);
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let posToLight = (lightParameters.position - worldPos) / distance;
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let lambert = dot(normal, posToLight);
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let curAngle = dot(lightParameters.direction, -posToLight);
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let innerMinusOuterAngle = lightParameters.innerAngle - lightParameters.outerAngle;
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let attenuation = max(1.0 - distance * lightParameters.invRadius, 0.0);
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attenuation = attenuation * lambert * max((curAngle - lightParameters.outerAngle) / innerMinusOuterAngle, 0.0);
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return attenuation;
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}
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