added lightObject shader
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@@ -0,0 +1,78 @@
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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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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 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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float near = 0.001;
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float far = 50.0;
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float LinearizeDepth(float depth)
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{
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float z = depth * 2.0 - 1.0; // back to NDC
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return (2.0 * near * far) / (far + near - z * (far - near));
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}
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void main() {
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gNormal = vec4(1.0);
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gSpecular = vec4(1.0);
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gPosition = outpos;
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gAlbedo = vec4(1.0);
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}
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@@ -0,0 +1,76 @@
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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 tranformMatrix;
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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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gl_Position = Camera.projection * Camera.view * PushConstants.tranformMatrix * vec4(vertex.position.xyz, 1.0);
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outpos = PushConstants.tranformMatrix * vec4(vertex.position.xyz, 1.0);
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}
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@@ -20,6 +20,14 @@
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"metallicFactor": 1,
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"pipeline": "DefferedPipeline",
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"roughnessFactor": 1
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},
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{
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"baseColor":[1.0,1.0,1.0,1.0],
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"emissiveFactor":[1.0,1.0,1.0],
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"id":"LightMaterial",
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"metallicFactor":1.0,
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"pipeline":"LightSpherePipeline",
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"roughnessFactor":1.0
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}
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],
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"nodes": [
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@@ -59,11 +67,16 @@
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{
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"components": [
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{
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"position": [ -2, 1, 2],
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"rotation": [-180, 0, 0],
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"position": [ 0, 1, 0],
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"rotation": [0, 0, 0],
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"scale": [ 1, 1, 1],
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"type": "TransformComponent"
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},
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{
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"material":"LightMaterial",
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"mesh":"assets://meshes/lightSphere_Sphere.mesh",
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"type":"RenderComponent"
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},
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{
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"color": [1.0, 1.0, 1.0, 1.0],
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"intensity": 200,
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@@ -79,6 +92,11 @@
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"scale": [ 1, 1, 1],
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"type": "TransformComponent"
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},
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{
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"material":"LightMaterial",
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"mesh":"assets://meshes/lightSphere_Sphere.mesh",
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"type":"RenderComponent"
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},
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{
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"color": [1.0, 1.0, 1.0, 1.0],
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"intensity": 200,
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@@ -94,6 +112,11 @@
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"scale": [ 1, 1, 1],
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"type": "TransformComponent"
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},
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{
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"material":"LightMaterial",
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"mesh":"assets://meshes/lightSphere_Sphere.mesh",
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"type":"RenderComponent"
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},
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{
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"color": [1.0, 1.0, 1.0, 1.0],
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"intensity": 200,
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@@ -109,6 +132,11 @@
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"scale": [ 1, 1, 1],
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"type": "TransformComponent"
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},
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{
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"material":"LightMaterial",
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"mesh":"assets://meshes/lightSphere_Sphere.mesh",
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"type":"RenderComponent"
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},
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{
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"color": [1.0, 1.0, 1.0, 1.0],
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"intensity": 200,
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@@ -273,6 +273,19 @@
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}
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]
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},
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{
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"id": "LightSpherePipeline",
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"shaderStages": [
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{
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"type": "Vertex",
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"shaderPath": "shaders://lightObject.vert"
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},
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{
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"type": "Fragment",
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"shaderPath": "shaders://lightObject.frag"
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}
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]
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},
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{
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"id": "DefferedPipeline",
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"shaderStages": [
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