Added runtime mip map generation examples (wip) (refs #178)

This commit is contained in:
saschawillems 2016-08-15 15:17:01 +02:00
parent 2749b846b4
commit 2758c47b86
10 changed files with 1180 additions and 1 deletions

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (set = 0, binding = 1) uniform texture2D textureColor;
layout (set = 0, binding = 2) uniform sampler samplers[3];
layout (location = 0) in vec2 inUV;
layout (location = 1) in float inLodBias;
layout (location = 2) in float inSamplerIndex;
layout (location = 0) out vec4 outFragColor;
void main()
{
highp int samplerIndex = int(inSamplerIndex);
outFragColor = texture(sampler2D(textureColor, samplers[samplerIndex]), inUV, inLodBias);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
vec4 viewPos;
float lodBias;
float samplerIndex;
} ubo;
layout (location = 0) out vec2 outUV;
layout (location = 1) out float outLodBias;
layout (location = 2) out float outSamplerIndex;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = inUV;
outUV.s *= 10.0;
outLodBias = ubo.lodBias;
outSamplerIndex = ubo.samplerIndex;
gl_Position = ubo.projection * ubo.model * vec4(inPos, 1.0);
}

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