Added runtime mip map generation examples (wip) (refs #178)
This commit is contained in:
parent
2749b846b4
commit
2758c47b86
10 changed files with 1180 additions and 1 deletions
19
data/shaders/texturemipmapgen/texture.frag
Normal file
19
data/shaders/texturemipmapgen/texture.frag
Normal file
|
|
@ -0,0 +1,19 @@
|
|||
#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);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue