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
// Vertex attributes
layout (location = 0) in vec4 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inColor;
// Instanced attributes
layout (location = 4) in vec3 instancePos;
layout (location = 5) in vec3 instanceRot;
layout (location = 6) in float instanceScale;
layout (location = 7) in float instanceTexIndex;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outUV;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outColor = inColor;
outUV = vec3(inUV, instanceTexIndex);
outUV.t = 1.0 - outUV.t;
outNormal = inNormal;// * mat3(rotMat);
vec4 pos = vec4((inPos.xyz * instanceScale) + instancePos, 1.0)/* rotMat*/;
gl_Position = ubo.projection * ubo.modelview * pos;
vec4 wPos = ubo.modelview * vec4(pos.xyz, 1.0);
vec4 lPos = vec4(0.0, 10.0, 50.0, 1.0);
outLightVec = lPos.xyz - pos.xyz;
outViewVec = -pos.xyz;
}