Compute shader frustum culling and lod selection example (wip)

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saschawillems 2016-10-08 16:50:09 +02:00
parent d95d5c8991
commit 6a0340ff21
11 changed files with 1785 additions and 0 deletions

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inUV;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 ambient = vec3(0.25);
vec3 diffuse = vec3(max(dot(N, L), 0.0));
outFragColor = vec4((ambient + diffuse) * inColor, 1.0);
}