Moved shaders to new directory

This commit is contained in:
Sascha Willems 2023-05-09 21:03:02 +02:00
parent 0b3f8340e3
commit 99b226237a
1244 changed files with 0 additions and 0 deletions

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#version 450
layout (location = 0) in vec3 inColor;
layout (location = 0) out vec4 outFragColor;
void main(void)
{
outFragColor = vec4(inColor, 1.0);
}

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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 0) out vec3 outNormal;
void main(void)
{
outNormal = inNormal;
gl_Position = vec4(inPos.xyz, 1.0);
}

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#version 450
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inViewVec;
layout (location = 3) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 ambient = vec3(0.1);
vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
outFragColor = vec4((ambient + diffuse) * inColor.rgb + specular, 1.0);
}

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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inColor;
layout (set = 0, binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
void main()
{
outNormal = inNormal;
outColor = inColor;
gl_Position = ubo.projection * ubo.model * vec4(inPos, 1.0);
vec4 pos = ubo.model * vec4(inPos, 1.0);
outNormal = mat3(ubo.model) * inNormal;
vec3 lightPos = vec3(1.0f, 1.0f, 1.0f);
outLightVec = lightPos.xyz - pos.xyz;
outViewVec = -pos.xyz;
}

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#version 450
layout (triangles) in;
layout (line_strip, max_vertices = 6) out;
layout (binding = 1) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) in vec3 inNormal[];
layout (location = 0) out vec3 outColor;
void main(void)
{
float normalLength = 0.02;
for(int i=0; i<gl_in.length(); i++)
{
vec3 pos = gl_in[i].gl_Position.xyz;
vec3 normal = inNormal[i].xyz;
gl_Position = ubo.projection * (ubo.model * vec4(pos, 1.0));
outColor = vec3(1.0, 0.0, 0.0);
EmitVertex();
gl_Position = ubo.projection * (ubo.model * vec4(pos + normal * normalLength, 1.0));
outColor = vec3(0.0, 0.0, 1.0);
EmitVertex();
EndPrimitive();
}
}

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