Started work on multi threaded rendering example

This commit is contained in:
saschawillems 2016-02-25 22:08:47 +01:00
parent 07db64744f
commit 9c5495e12e
10 changed files with 823 additions and 0 deletions

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glslangvalidator -V phong.vert -o phong.vert.spv
glslangvalidator -V phong.frag -o phong.frag.spv

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in float inVisible;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) 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 diffuse = max(dot(N, L), 0.0) * inColor;
vec3 specular = pow(max(dot(R, V), 0.0), 8.0) * vec3(0.75);
outFragColor = vec4(diffuse + specular, 1.0);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
vec4 lightPos;
} ubo;
layout (std140, push_constant) uniform PushConsts
{
mat4 model;
vec3 color;
} pushConsts;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
void main()
{
outNormal = inNormal;
outColor = inColor * pushConsts.color;
gl_Position = ubo.projection * ubo.view * pushConsts.model * vec4(inPos.xyz, 1.0);
vec4 pos = ubo.view * pushConsts.model * vec4(inPos, 1.0);
outNormal = mat3(ubo.view * pushConsts.model) * inNormal;
vec3 lPos = ubo.lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = -pos.xyz;
}

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