Replaced the deprecated debug marker sample with debug utils
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parent
17e2abb036
commit
3a15ec4eb9
31 changed files with 251 additions and 255 deletions
10
shaders/glsl/debugutils/colorpass.frag
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shaders/glsl/debugutils/colorpass.frag
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#version 450
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layout (location = 0) in vec3 inColor;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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outFragColor.rgb = inColor;
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}
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shaders/glsl/debugutils/colorpass.frag.spv
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shaders/glsl/debugutils/colorpass.frag.spv
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25
shaders/glsl/debugutils/colorpass.vert
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shaders/glsl/debugutils/colorpass.vert
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#version 450
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layout (location = 0) in vec4 inPos;
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layout (location = 3) in vec3 inColor;
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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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} ubo;
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layout (location = 0) out vec3 outColor;
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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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{
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outColor = inColor;
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}
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gl_Position = ubo.projection * ubo.model * inPos;
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}
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shaders/glsl/debugutils/colorpass.vert.spv
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shaders/glsl/debugutils/colorpass.vert.spv
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39
shaders/glsl/debugutils/postprocess.frag
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shaders/glsl/debugutils/postprocess.frag
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#version 450
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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// Single pass gauss blur
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const vec2 texOffset = vec2(0.01, 0.01);
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vec2 tc0 = inUV + vec2(-texOffset.s, -texOffset.t);
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vec2 tc1 = inUV + vec2( 0.0, -texOffset.t);
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vec2 tc2 = inUV + vec2(+texOffset.s, -texOffset.t);
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vec2 tc3 = inUV + vec2(-texOffset.s, 0.0);
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vec2 tc4 = inUV + vec2( 0.0, 0.0);
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vec2 tc5 = inUV + vec2(+texOffset.s, 0.0);
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vec2 tc6 = inUV + vec2(-texOffset.s, +texOffset.t);
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vec2 tc7 = inUV + vec2( 0.0, +texOffset.t);
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vec2 tc8 = inUV + vec2(+texOffset.s, +texOffset.t);
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vec4 col0 = texture(samplerColor, tc0);
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vec4 col1 = texture(samplerColor, tc1);
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vec4 col2 = texture(samplerColor, tc2);
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vec4 col3 = texture(samplerColor, tc3);
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vec4 col4 = texture(samplerColor, tc4);
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vec4 col5 = texture(samplerColor, tc5);
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vec4 col6 = texture(samplerColor, tc6);
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vec4 col7 = texture(samplerColor, tc7);
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vec4 col8 = texture(samplerColor, tc8);
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vec4 sum = (1.0 * col0 + 2.0 * col1 + 1.0 * col2 +
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2.0 * col3 + 4.0 * col4 + 2.0 * col5 +
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1.0 * col6 + 2.0 * col7 + 1.0 * col8) / 16.0;
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outFragColor = vec4(sum.rgb, 1.0);
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}
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shaders/glsl/debugutils/postprocess.frag.spv
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shaders/glsl/debugutils/postprocess.frag.spv
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14
shaders/glsl/debugutils/postprocess.vert
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shaders/glsl/debugutils/postprocess.vert
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#version 450
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layout (location = 0) out vec2 outUV;
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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 = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outUV * vec2(2.0f, 2.0f) + vec2(-1.0f, -1.0f), 0.0f, 1.0f);
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}
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shaders/glsl/debugutils/postprocess.vert.spv
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shaders/glsl/debugutils/postprocess.vert.spv
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36
shaders/glsl/debugutils/toon.frag
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shaders/glsl/debugutils/toon.frag
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#version 450
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layout (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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// Desaturate color
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vec3 color = vec3(mix(inColor, vec3(dot(vec3(0.2126,0.7152,0.0722), inColor)), 0.65));
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// High ambient colors because mesh materials are pretty dark
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vec3 ambient = color * vec3(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) * color;
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vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
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outFragColor = vec4(ambient + diffuse * 1.75 + specular, 1.0);
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float intensity = dot(N,L);
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float shade = 1.0;
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shade = intensity < 0.5 ? 0.75 : shade;
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shade = intensity < 0.35 ? 0.6 : shade;
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shade = intensity < 0.25 ? 0.5 : shade;
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shade = intensity < 0.1 ? 0.25 : shade;
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outFragColor.rgb = inColor * 3.0 * shade;
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}
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shaders/glsl/debugutils/toon.frag.spv
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shaders/glsl/debugutils/toon.frag.spv
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38
shaders/glsl/debugutils/toon.vert
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shaders/glsl/debugutils/toon.vert
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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 (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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shaders/glsl/debugutils/toon.vert.spv
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shaders/glsl/debugutils/toon.vert.spv
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