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++ // Copyright (C) 2025 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
++
++ VARYING vec2 texcoord;
++
++ #if !(QSSG_ENABLE_DEPTH_PASS || QSSG_ENABLE_ORTHO_SHADOW_PASS || QSSG_ENABLE_PERSPECTIVE_SHADOW_PASS || QSSG_ENABLE_OPAQUE_DEPTH_PRE_PASS)
++ #define LIGHTING_PASS
++ #endif
++
++ #if defined (LIGHTING_PASS)
++ #include "lightsData.glsllib"
++ #include "funcprocessPunctualLighting.glsllib"
++ #include "tonemapping.glsllib"
++
++ #if QSSG_ENABLE_LIGHT_PROBE
++ #include "sampleProbe.glsllib"
++ #endif
++ #endif // LIGHTING_PASS
++
++ // Helper to decode normal from 0..1 back to -1..1
++ vec3 decodeNormal(vec3 enc)
++ {
++ return normalize(enc * 2.0 - 1.0);
++ }
++
++ // Simple Fresnel F0 helper
++ vec3 computeF0(vec3 baseColor, float metalness)
++ {
++ // 4 % default specular for dielectrics
++ vec3 dielectricF0 = vec3(0.04);
++ return mix(dielectricF0, baseColor, metalness);
++ }
++
++ void MAIN()
++ {
++ #if defined (LIGHTING_PASS)
++ vec2 uv = texcoord;
++ if (FRAMEBUFFER_Y_UP < 0.0)
++ uv.y = 1.0 - uv.y;
++
++ // Sample G-buffer
++ vec4 gb0 = texture(gbuffer0, uv);
++ vec4 gb1 = texture(gbuffer1, uv);
++ vec4 gb2 = texture(gbuffer2, uv);
++
++ vec3 baseColor = gb0.rgb;
++ float metalness = gb0.a;
++
++ vec3 N = decodeNormal(gb1.rgb);
++ float roughness = gb1.a;
++
++ vec3 worldPos = gb2.xyz;
++
++ // View vector (from fragment to camera)
++ vec3 V = normalize(CAMERA_POSITION - worldPos);
++
++ vec3 diffuseAccum = vec3(0.0);
++ vec3 specAccum = vec3(0.0);
++
++ vec3 F0 = computeF0(baseColor, metalness);
++
++ qt_processPunctualLighting(diffuseAccum,
++ specAccum,
++ baseColor,
++ worldPos,
++ N,
++ V,
++ vec3(1.0), // specularAmount
++ vec3(1.0), // specularTint
++ roughness,
++ metalness,
++ F0,
++ vec3(1.0) // F90
++ );
++
++ #if QSSG_ENABLE_LIGHT_PROBE
++ vec4 probeDiffuse = vec4(baseColor, 1.0) * qt_sampleDiffuse(N);
++ vec4 probeSpecular = qt_sampleGlossyPrincipled(N, V, F0, roughness);
++ diffuseAccum += probeDiffuse.rgb;
++ specAccum += probeSpecular.rgb;
++ #endif
++
++
++ vec3 color = diffuseAccum + specAccum;
++
++ // Clamp a bit so you do not get wild values before you add tone mapping
++ color = max(color, vec3(0.0));
++
++ FRAGCOLOR = vec4(qt_tonemap(color), 1.0);
++ #endif // LIGHTING_PASS
++
++ }