parent
f5dbf162a7
commit
10a1ecaf7b
6 changed files with 65 additions and 3 deletions
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@ -49,7 +49,7 @@ task copyTask {
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}
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}
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copy {
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copy {
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from '../../../data/shaders/mesh'
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from '../../../data/shaders/multisampling'
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into 'assets/shaders/mesh'
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into 'assets/shaders/mesh'
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include '*.*'
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include '*.*'
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}
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}
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24
data/shaders/multisampling/mesh.frag
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24
data/shaders/multisampling/mesh.frag
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@ -0,0 +1,24 @@
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#version 450
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layout (set = 0, binding = 1) uniform sampler2D samplerColorMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec4 color = texture(samplerColorMap, inUV) * vec4(inColor, 1.0);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), 0.0) * inColor;
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vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
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outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
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}
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BIN
data/shaders/multisampling/mesh.frag.spv
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BIN
data/shaders/multisampling/mesh.frag.spv
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Binary file not shown.
38
data/shaders/multisampling/mesh.vert
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38
data/shaders/multisampling/mesh.vert
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@ -0,0 +1,38 @@
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec3 inColor;
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layout (set = 0, binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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vec4 lightPos;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec2 outUV;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outNormal = inNormal;
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outColor = inColor;
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outUV = inUV;
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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outNormal = mat3(ubo.model) * inNormal;
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vec3 lPos = mat3(ubo.model) * ubo.lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = -pos.xyz;
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}
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BIN
data/shaders/multisampling/mesh.vert.spv
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BIN
data/shaders/multisampling/mesh.vert.spv
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Binary file not shown.
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@ -570,8 +570,8 @@ public:
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pipelineCI.pVertexInputState = &vertexInputState;
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pipelineCI.pVertexInputState = &vertexInputState;
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// MSAA rendering pipeline
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// MSAA rendering pipeline
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shaderStages[0] = loadShader(getAssetPath() + "shaders/mesh/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[0] = loadShader(getAssetPath() + "shaders/multisampling/mesh.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/mesh/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/multisampling/mesh.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// Setup multi sampling
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// Setup multi sampling
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multisampleState.rasterizationSamples = sampleCount; // Number of samples to use for rasterization
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multisampleState.rasterizationSamples = sampleCount; // Number of samples to use for rasterization
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