Added space background sphere using a secondary command buffer

This commit is contained in:
saschawillems 2016-04-01 22:48:16 +02:00
parent e1d45bb90e
commit 6f61d0fd63
8 changed files with 164 additions and 22 deletions

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@ -1,2 +1,4 @@
glslangvalidator -V phong.vert -o phong.vert.spv
glslangvalidator -V phong.frag -o phong.frag.spv
glslangvalidator -V phong.frag -o phong.frag.spv
glslangvalidator -V starsphere.vert -o starsphere.vert.spv
glslangvalidator -V starsphere.frag -o starsphere.frag.spv

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@ -21,7 +21,15 @@ layout (location = 4) out vec3 outLightVec;
void main()
{
outNormal = inNormal;
outColor = inColor;// * pushConsts.color;
if ( (inColor.r == 1.0) && (inColor.g == 0.0) && (inColor.b == 0.0))
{
outColor = pushConsts.color;
}
else
{
outColor = inColor;
}
gl_Position = pushConsts.mvp * vec4(inPos.xyz, 1.0);

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@ -0,0 +1,42 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inUVW;
layout (location = 0) out vec4 outFragColor;
#define HASHSCALE3 vec3(443.897, 441.423, 437.195)
#define STARFREQUENCY 0.01
// Hash function by Dave Hoskins (https://www.shadertoy.com/view/4djSRW)
float hash33(vec3 p3)
{
p3 = fract(p3 * HASHSCALE3);
p3 += dot(p3, p3.yxz+19.19);
return fract(vec3((p3.x + p3.y)*p3.z + (p3.x+p3.z)*p3.y + (p3.y+p3.z)*p3.x));
}
float starField(vec3 pos)
{
vec3 color = vec3(0.0);
float threshhold = (1.0 - STARFREQUENCY);
float rnd = hash33(pos);
if (rnd >= threshhold)
{
float starCol = pow((rnd - threshhold) / (1.0 - threshhold), 16.0);
color += vec3(starCol);
}
return color;
}
void main()
{
// Fake atmosphere at the bottom
vec3 atmosphere = clamp(vec3(0.1, 0.15, 0.4) * (inUVW.t - 5.0), 0.0, 1.0);
vec3 color = starField(inUVW) + atmosphere;
outFragColor = vec4(color, 1.0);
}

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@ -0,0 +1,19 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (std140, push_constant) uniform PushConsts
{
mat4 mvp;
} pushConsts;
layout (location = 0) out vec3 outUVW;
void main()
{
outUVW = inPos;
gl_Position = pushConsts.mvp * vec4(inPos.xyz, 1.0);
}

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