Multiple Demo Changes
Signed-off-by: Robear Selwans <robear.selwans@outlook.com>
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#version 450
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#extension GL_EXT_nonuniform_qualifier : require
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#include "shaders://_builtins/constants.glsl"
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#include "shaders://_builtins/srgb_ops.glsl"
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#include "shaders://_builtins/PBR.glsl"
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#include "shaders://_builtins/types.glsl"
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struct Light {
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vec3 color;
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uint intensity;
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};
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struct Scene {
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uint lightsCount;
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};
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vec3 directional_light = vec3(1.0);
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layout( push_constant ) uniform constants
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{
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mat4 render_matrix;
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uint indexBufferIndex;
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uint vertexBufferIndex;
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uint materialBufferIndex;
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} PushConstants;
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layout(set = 0, binding = 0) uniform SceneData {
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layout(align = 16) Scene mesh;
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} SceneBuffers[];
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layout(set = 0, binding = 1) uniform LightBuffer {
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layout(align = 16) Light lights[];
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} LightsBuffers;
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layout (set = 0, binding = 2) uniform samplerCube skybox;
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layout(set = 2, binding = 3) buffer MaterialBuffer {
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layout(align = 16) Material materials[];
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} MaterialBuffers;
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layout(set = 2, binding = 4) uniform sampler2D texSampler[];
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layout(location = 0) in vec2 uv;
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layout(location = 1) smooth in mat3 TBN;
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layout(location = 4) in vec4 outpos;
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layout(location = 5) in vec3 cameraPos;
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layout (location = 0) out vec4 gPosition;
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layout (location = 1) out vec4 gNormal;
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layout (location = 2) out vec4 gAlbedo;
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layout (location = 3) out vec4 gSpecular;
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void main() {
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Material material = MaterialBuffers.materials[ PushConstants.materialBufferIndex ];
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vec3 outNormal;
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if(material.normalTexture == 0) {
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outNormal = TBN[2].xyz;
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} else {
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vec3 sampled_normal = LinearToSRGB(texture(texSampler[material.normalTexture], uv)).rgb;
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sampled_normal = 2.0 * sampled_normal - vec3(1.0);
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outNormal = normalize(TBN * sampled_normal);
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}
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//float intensity = dot(outNormal, normalize(directional_light)) + 0.2;
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vec3 outColor;
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if(material.albedoTexture == 0) {
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outColor = material.baseColor.xyz;
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} else {
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outColor = texture(texSampler[material.albedoTexture], uv).xyz;
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}
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// outColor = vec3(1.0, 0.0, 0.0);
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vec3 outSpecular;
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if(material.metallicRoughnessTexture == 0) {
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outSpecular.b = material.metallicFactor;
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outSpecular.g = material.roughnessFactor;
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outSpecular.r = 1.0;
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} else {
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outSpecular = LinearToSRGB(texture(texSampler[material.metallicRoughnessTexture], uv)).xyz;
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}
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float metallicFactor = outSpecular.z;
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float roughnessFactor = outSpecular.y;
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float ao = outSpecular.x;
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gNormal.w = ao;
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gAlbedo.w = roughnessFactor;
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gPosition.w = metallicFactor;
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float reflectance = 1.0 - roughnessFactor;
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gSpecular.w = reflectance;
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vec3 I = normalize(outpos.xyz - cameraPos);
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vec3 R = reflect(I, normalize(outNormal));
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//R = R * -1;
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outSpecular = texture(skybox, R).rgb;
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if(material.emissiveTexture != 0) {
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gSpecular.w = 1.0;
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outSpecular += texture(texSampler[material.emissiveTexture], uv).rgb * material.emissiveFactor.xyz;
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}
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gPosition.xyz = outpos.xyz;
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gNormal.xyz = outNormal;
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gAlbedo.xyz = outColor;
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gSpecular.xyz = outSpecular;
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}
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Executable
+89
@@ -0,0 +1,89 @@
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#version 450
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#extension GL_EXT_nonuniform_qualifier : require
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struct Material {
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vec4 baseColor;
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uint albedoTexture;
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uint normalTexture;
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float metallicFactor;
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float roughnessFactor;
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uint metallicRoughnessTexture;
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};
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struct Vertex {
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vec4 position;
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vec4 normal;
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vec2 uv[2];
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vec4 tangent;
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vec4 bitangent; // No longer needed. // TODO remove
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};
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struct Light {
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vec3 color;
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uint intensity;
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};
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struct Scene {
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uint lightsCount;
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};
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struct Mesh {
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uint asd;
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};
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layout( push_constant ) uniform constants
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{
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mat4 render_matrix;
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uint indexBufferIndex;
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uint vertexBufferIndex;
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uint materialBufferIndex;
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} PushConstants;
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layout(set = 1, binding = 0) uniform CameraParam {
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mat4 projection;
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mat4 view;
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} Camera;
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layout(set = 2, binding = 0) buffer MeshBuffer {
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layout(align = 16) Mesh mesh;
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} MeshBuffers[];
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layout(set = 2, binding = 1) buffer VertexBuffer {
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layout(align = 16) Vertex vertices[];
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} VertexBuffers[];
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layout(set = 2, binding = 2) buffer IndexBuffer {
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uint indices[];
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} IndexBuffers[];
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layout(set = 2, binding = 4) uniform sampler2D texSampler[];
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layout(location = 0) out vec2 uv;
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layout(location = 1) smooth out mat3 TBN;
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layout(location = 4) out vec4 outpos;
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layout(location = 5) out vec3 cameraPos;
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void main()
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{
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uint index = IndexBuffers[ PushConstants.indexBufferIndex ].indices[gl_VertexIndex];
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Vertex vertex = VertexBuffers[ PushConstants.vertexBufferIndex ].vertices[ index ];
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uv = vertex.uv[0];
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mat3 model = transpose(inverse(mat3(PushConstants.render_matrix)));
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vec3 T = normalize(model * vec3(vertex.tangent));
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vec3 N = normalize(model * vec3(vertex.normal));
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vec3 B = normalize(model * vec3(vertex.bitangent));
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/* T = normalize(T - dot(T, N) * N); // Re-orthoganize T with respect to N */
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/* vec3 B = normalize(cross(N, T)); */
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TBN = mat3(T, B, N);
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gl_Position = Camera.projection * Camera.view * PushConstants.render_matrix * vec4(vertex.position.xyz, 1.0);
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outpos = PushConstants.render_matrix * vec4(vertex.position.xyz, 1.0);
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cameraPos = inverse(Camera.view)[3].xyz;
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}
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@@ -65,11 +65,14 @@ void main() {
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//float intensity = dot(outNormal, normalize(directional_light)) + 0.2;
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vec3 outColor;
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vec4 outColor;
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if(material.albedoTexture == 0) {
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outColor = material.baseColor.xyz;
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outColor = material.baseColor;
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} else {
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outColor = texture(texSampler[material.albedoTexture], uv).xyz;
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outColor = texture(texSampler[material.albedoTexture], uv);
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}
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if(outColor.a < 0.5) {
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discard;
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}
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vec3 outSpecular;
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@@ -89,7 +92,8 @@ void main() {
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gAlbedo.w = roughnessFactor;
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gPosition.w = metallicFactor;
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float reflectance = 1.0 - roughnessFactor;
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// float reflectance = roughnessFactor * metallicFactor;
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float reflectance = 1 - roughnessFactor;
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gSpecular.w = reflectance;
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vec3 I = normalize(outpos.xyz - cameraPos);
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@@ -105,6 +109,6 @@ void main() {
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gPosition.xyz = outpos.xyz;
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gNormal.xyz = outNormal;
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gAlbedo.xyz = outColor;
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gAlbedo.xyz = outColor.xyz;
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gSpecular.xyz = outSpecular;
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}
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