feat: PBR point light — Unity-style attenuation, warm glow
- UBO expanded from 64 to 128 bytes: vp(64) + lightPos(16) + lightColor(16) - Vertex shader: passes point light UBO data through - Fragment shader: refactored calcLight() function, shared by directional + point - Point light: Unity-style attenuation pow(1 - dist/range, 2) - Directional light reduced intensity (0.4) to balance with point light - Point light: position (0,8,0), warm color (1,0.9,0.7), intensity 15, range 25 - Renderer: reads Light component from ECS, packs into UBO with Marshal.StructureToPtr - Scene: MainLight entity with Light.Point at (0,8,0) - 0 C# struct changes — pure UBO layout + shader upgrade
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@@ -6,9 +6,15 @@ layout(location = 2) in vec3 fragAlbedo;
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layout(location = 0) out vec4 outColor;
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const vec3 LIGHT_DIR = normalize(vec3(0.5, 0.8, 0.3));
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const vec3 LIGHT_COLOR = vec3(1.0, 0.95, 0.85);
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const vec3 AMBIENT = vec3(0.15, 0.18, 0.22);
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layout(set = 0, binding = 0) uniform CameraUBO {
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mat4 vp;
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vec4 pointLightPos; // xyz = position, w = intensity
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vec4 pointLightColor; // xyz = color, w = range
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};
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const vec3 DIR_LIGHT_DIR = normalize(vec3(0.5, 0.8, 0.3));
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const vec3 DIR_LIGHT_COLOR = vec3(0.4, 0.38, 0.33);
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const vec3 AMBIENT = vec3(0.08, 0.09, 0.12);
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const float PI = 3.14159265359;
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@@ -35,9 +41,7 @@ float geometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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{
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx2 = geometrySchlickGGX(NdotV, roughness);
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float ggx1 = geometrySchlickGGX(NdotL, roughness);
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return ggx2 * ggx1;
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return geometrySchlickGGX(NdotV, roughness) * geometrySchlickGGX(NdotL, roughness);
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}
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vec3 fresnelSchlick(float cosTheta, vec3 F0)
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@@ -55,19 +59,10 @@ vec3 acesTonemap(vec3 color)
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return clamp((color * (a * color + b)) / (color * (c * color + d) + e), 0.0, 1.0);
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}
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void main()
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vec3 calcLight(vec3 N, vec3 V, vec3 L, vec3 radiance, vec3 albedo, float roughness, float metallic)
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{
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vec3 N = normalize(fragNormal);
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vec3 V = normalize(-fragWorldPos);
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vec3 albedo = fragAlbedo;
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float roughness = 0.5;
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float metallic = 0.1;
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vec3 F0 = mix(vec3(0.04), albedo, metallic);
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vec3 L = LIGHT_DIR;
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vec3 H = normalize(V + L);
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vec3 F0 = mix(vec3(0.04), albedo, metallic);
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float NDF = distributionGGX(N, H, roughness);
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float G = geometrySmith(N, V, L, roughness);
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@@ -81,11 +76,44 @@ void main()
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vec3 kD = (vec3(1.0) - kS) * (1.0 - metallic);
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float NdotL = max(dot(N, L), 0.0);
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vec3 Lo = (kD * albedo / PI + specular) * LIGHT_COLOR * NdotL;
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return (kD * albedo / PI + specular) * radiance * NdotL;
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}
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vec3 ambient = AMBIENT * albedo;
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vec3 color = ambient + Lo;
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void main()
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{
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vec3 N = normalize(fragNormal);
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vec3 V = normalize(-fragWorldPos);
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vec3 albedo = fragAlbedo;
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float roughness = 0.5;
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float metallic = 0.1;
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// Directional light (sun)
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vec3 color = calcLight(N, V, DIR_LIGHT_DIR, DIR_LIGHT_COLOR, albedo, roughness, metallic);
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// Point light
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vec3 lightPos = pointLightPos.xyz;
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float lightIntensity = pointLightPos.w;
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vec3 lightColor = pointLightColor.xyz;
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float lightRange = pointLightColor.w;
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vec3 toLight = lightPos - fragWorldPos;
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float dist = length(toLight);
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vec3 L = toLight / max(dist, 0.001);
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// Unity-style attenuation: smooth falloff at range edge
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float attenuation = pow(clamp(1.0 - dist / lightRange, 0.0, 1.0), 2.0);
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vec3 radiance = lightColor * lightIntensity * attenuation;
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if (lightIntensity > 0.0 && lightRange > 0.0)
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{
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color += calcLight(N, V, L, radiance, albedo, roughness, metallic);
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}
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// Ambient
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color += AMBIENT * albedo;
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// Tonemap + gamma
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color = acesTonemap(color);
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color = pow(color, vec3(1.0 / 2.2));
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