Moved shaders to new directory
This commit is contained in:
parent
0b3f8340e3
commit
99b226237a
1244 changed files with 0 additions and 0 deletions
11
shaders/glsl/conservativeraster/fullscreen.frag
Normal file
11
shaders/glsl/conservativeraster/fullscreen.frag
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
#version 450
|
||||
|
||||
layout (binding = 0) uniform sampler2D samplerColor;
|
||||
|
||||
layout (location = 0) in vec2 inUV;
|
||||
layout (location = 0) out vec4 outFragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
outFragColor = texture(samplerColor, inUV);
|
||||
}
|
||||
BIN
shaders/glsl/conservativeraster/fullscreen.frag.spv
Normal file
BIN
shaders/glsl/conservativeraster/fullscreen.frag.spv
Normal file
Binary file not shown.
14
shaders/glsl/conservativeraster/fullscreen.vert
Normal file
14
shaders/glsl/conservativeraster/fullscreen.vert
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
#version 450
|
||||
|
||||
layout (location = 0) out vec2 outUV;
|
||||
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
|
||||
gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
|
||||
}
|
||||
BIN
shaders/glsl/conservativeraster/fullscreen.vert.spv
Normal file
BIN
shaders/glsl/conservativeraster/fullscreen.vert.spv
Normal file
Binary file not shown.
10
shaders/glsl/conservativeraster/triangle.frag
Normal file
10
shaders/glsl/conservativeraster/triangle.frag
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
#version 450
|
||||
|
||||
layout (location = 0) in vec3 inColor;
|
||||
|
||||
layout (location = 0) out vec4 outFragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
outFragColor.rgb = inColor;
|
||||
}
|
||||
BIN
shaders/glsl/conservativeraster/triangle.frag.spv
Normal file
BIN
shaders/glsl/conservativeraster/triangle.frag.spv
Normal file
Binary file not shown.
23
shaders/glsl/conservativeraster/triangle.vert
Normal file
23
shaders/glsl/conservativeraster/triangle.vert
Normal file
|
|
@ -0,0 +1,23 @@
|
|||
#version 450
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 1) in vec3 inColor;
|
||||
|
||||
layout (binding = 0) uniform UBO
|
||||
{
|
||||
mat4 projection;
|
||||
mat4 model;
|
||||
} ubo;
|
||||
|
||||
layout (location = 0) out vec3 outColor;
|
||||
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
outColor = inColor;
|
||||
gl_Position = ubo.projection * ubo.model * vec4(inPos, 1.0);
|
||||
}
|
||||
BIN
shaders/glsl/conservativeraster/triangle.vert.spv
Normal file
BIN
shaders/glsl/conservativeraster/triangle.vert.spv
Normal file
Binary file not shown.
8
shaders/glsl/conservativeraster/triangleoverlay.frag
Normal file
8
shaders/glsl/conservativeraster/triangleoverlay.frag
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
#version 450
|
||||
|
||||
layout (location = 0) out vec4 outFragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
outFragColor.rgb = vec3(1.0, 1.0, 1.0);
|
||||
}
|
||||
BIN
shaders/glsl/conservativeraster/triangleoverlay.frag.spv
Normal file
BIN
shaders/glsl/conservativeraster/triangleoverlay.frag.spv
Normal file
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue