Added a basic mesh shader example

This commit is contained in:
Sascha Willems 2022-11-03 19:27:51 +01:00
parent c79333e085
commit 89fc84bf14
7 changed files with 298 additions and 0 deletions

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/* Copyright (c) 2021, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
#version 450
layout (location = 0) in VertexInput {
vec4 color;
} vertexInput;
layout(location = 0) out vec4 FragColor;
void main()
{
FragColor = vertexInput.color;
}

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/* Copyright (c) 2021, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
#version 450
#extension GL_EXT_mesh_shader : require
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 view;
} ubo;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(triangles, max_vertices = 3, max_primitives = 1) out;
layout(location = 0) out VertexOutput
{
vec4 color;
} vertexOutput[];
void main()
{
SetMeshOutputsEXT(3, 1);
mat4 mvp = ubo.projection * ubo.view * ubo.model;
gl_MeshVerticesEXT[0].gl_Position = mvp * vec4( 0.0, -1.0, 0.0, 1.0);
gl_MeshVerticesEXT[1].gl_Position = mvp * vec4(-1.0, 1.0, 0.0, 1.0);
gl_MeshVerticesEXT[2].gl_Position = mvp * vec4( 1.0, 1.0, 0.0, 1.0);
vertexOutput[0].color = vec4(0.0, 1.0, 0.0, 1.0);
vertexOutput[1].color = vec4(0.0, 0.0, 1.0, 1.0);
vertexOutput[2].color = vec4(1.0, 0.0, 0.0, 1.0);
gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(0, 1, 2);
}

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