Added runtime mip map generation examples (wip) (refs #178)
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10 changed files with 1180 additions and 1 deletions
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data/shaders/texturemipmapgen/texture.frag
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data/shaders/texturemipmapgen/texture.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (set = 0, binding = 1) uniform texture2D textureColor;
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layout (set = 0, binding = 2) uniform sampler samplers[3];
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in float inLodBias;
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layout (location = 2) in float inSamplerIndex;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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highp int samplerIndex = int(inSamplerIndex);
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outFragColor = texture(sampler2D(textureColor, samplers[samplerIndex]), inUV, inLodBias);
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}
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data/shaders/texturemipmapgen/texture.frag.spv
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data/shaders/texturemipmapgen/texture.frag.spv
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data/shaders/texturemipmapgen/texture.vert
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data/shaders/texturemipmapgen/texture.vert
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inNormal;
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layout (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 viewPos;
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float lodBias;
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float samplerIndex;
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} ubo;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out float outLodBias;
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layout (location = 2) out float outSamplerIndex;
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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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outUV = inUV;
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outUV.s *= 10.0;
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outLodBias = ubo.lodBias;
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outSamplerIndex = ubo.samplerIndex;
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gl_Position = ubo.projection * ubo.model * vec4(inPos, 1.0);
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}
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data/shaders/texturemipmapgen/texture.vert.spv
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data/shaders/texturemipmapgen/texture.vert.spv
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