Simplified text overlay example, code cleanup, better text blending
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18 changed files with 119 additions and 408 deletions
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@ -1,15 +0,0 @@
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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 (binding = 1) uniform sampler2D samplerColorMap;
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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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outFragColor = texture(samplerColorMap, inUV);
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}
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@ -1,17 +0,0 @@
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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) 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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@ -1,6 +0,0 @@
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glslangvalidator -V text.vert -o text.vert.spv
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glslangvalidator -V text.frag -o text.frag.spv
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glslangvalidator -V mesh.vert -o mesh.vert.spv
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glslangvalidator -V mesh.frag -o mesh.frag.spv
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glslangvalidator -V background.vert -o background.vert.spv
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glslangvalidator -V background.frag -o background.frag.spv
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@ -3,8 +3,6 @@
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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 (binding = 1) uniform sampler2D samplerColorMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inViewVec;
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@ -14,13 +12,11 @@ layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec4 color = texture(samplerColorMap, inUV);
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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.rgb;
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vec3 specular = pow(max(dot(R, V), 0.0), 1.0) * vec3(color.a);
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outFragColor = vec4(diffuse + specular, 1.0);
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float diffuse = max(dot(N, L), 0.0);
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float specular = pow(max(dot(R, V), 0.0), 1.0);
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outFragColor = vec4(vec3(diffuse + specular) * vec3(0.25), 1.0);
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}
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@ -21,7 +21,7 @@ layout (location = 3) 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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vec4 gl_Position;
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};
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void main()
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@ -30,9 +30,9 @@ void main()
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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(transpose(inverse(ubo.model))) * normalize(inNormal);
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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outNormal = mat3(transpose(inverse(ubo.model))) * normalize(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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outLightVec = lPos - pos.xyz;
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outViewVec = -pos.xyz;
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}
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@ -9,5 +9,5 @@ layout (location = 0) out vec4 outFragColor;
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void main(void)
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{
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float color = texture(samplerFont, inUV).r;
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outFragColor = vec4(vec3(color), 1.0);
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outFragColor = vec4(color);
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}
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@ -7,7 +7,7 @@ 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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vec4 gl_Position;
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};
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void main(void)
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