Simplified text overlay example, code cleanup, better text blending

This commit is contained in:
saschawillems 2018-03-24 11:35:02 +01:00
parent 0c2720efc3
commit 3c230c7ff5
18 changed files with 119 additions and 408 deletions

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@ -1,15 +0,0 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D samplerColorMap;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = texture(samplerColorMap, inUV);
}

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@ -1,17 +0,0 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) out vec2 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * vec2(2.0f, 2.0f) + vec2(-1.0f, -1.0f), 0.0f, 1.0f);
}

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@ -1,6 +0,0 @@
glslangvalidator -V text.vert -o text.vert.spv
glslangvalidator -V text.frag -o text.frag.spv
glslangvalidator -V mesh.vert -o mesh.vert.spv
glslangvalidator -V mesh.frag -o mesh.frag.spv
glslangvalidator -V background.vert -o background.vert.spv
glslangvalidator -V background.frag -o background.frag.spv

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@ -3,8 +3,6 @@
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D samplerColorMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inViewVec;
@ -14,13 +12,11 @@ layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 color = texture(samplerColorMap, inUV);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.0) * color.rgb;
vec3 specular = pow(max(dot(R, V), 0.0), 1.0) * vec3(color.a);
outFragColor = vec4(diffuse + specular, 1.0);
float diffuse = max(dot(N, L), 0.0);
float specular = pow(max(dot(R, V), 0.0), 1.0);
outFragColor = vec4(vec3(diffuse + specular) * vec3(0.25), 1.0);
}

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@ -21,7 +21,7 @@ layout (location = 3) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
vec4 gl_Position;
};
void main()
@ -30,9 +30,9 @@ void main()
outUV = inUV;
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
vec4 pos = ubo.model * vec4(inPos, 1.0);
outNormal = mat3(transpose(inverse(ubo.model))) * normalize(inNormal);
vec4 pos = ubo.model * vec4(inPos, 1.0);
outNormal = mat3(transpose(inverse(ubo.model))) * normalize(inNormal);
vec3 lPos = mat3(ubo.model) * ubo.lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = -pos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = -pos.xyz;
}

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@ -9,5 +9,5 @@ layout (location = 0) out vec4 outFragColor;
void main(void)
{
float color = texture(samplerFont, inUV).r;
outFragColor = vec4(vec3(color), 1.0);
outFragColor = vec4(color);
}

View file

@ -7,7 +7,7 @@ layout (location = 0) out vec2 outUV;
out gl_PerVertex
{
vec4 gl_Position;
vec4 gl_Position;
};
void main(void)