debug: simple diffuse point light — test if light data reaches fragment
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@@ -14,6 +14,17 @@ layout(set = 0, binding = 0) uniform CameraUBO {
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void main()
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{
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// Just output albedo — tests if vp matrix in 128B UBO works
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outColor = vec4(fragAlbedo, 1.0);
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vec3 N = normalize(fragNormal);
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vec3 toLight = pointLightPos.xyz - fragWorldPos;
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float dist = length(toLight);
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vec3 L = normalize(toLight);
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float NdotL = max(dot(N, L), 0.0);
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float atten = 1.0 / (1.0 + dist * dist * 0.05);
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float intensity = pointLightPos.w;
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vec3 color = fragAlbedo * pointLightColor.xyz * NdotL * intensity * atten;
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color += fragAlbedo * 0.02;
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outColor = vec4(color, 1.0);
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}
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