Added resources and android build for scene rendering example
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19 changed files with 1126 additions and 1 deletions
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data/shaders/scenerendering/generate-spirv.bat
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data/shaders/scenerendering/generate-spirv.bat
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glslangvalidator -V scene.vert -o scene.vert.spv
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glslangvalidator -V scene.frag -o scene.frag.spv
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data/shaders/scenerendering/scene.frag
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data/shaders/scenerendering/scene.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (set = 1, binding = 0) uniform sampler2D samplerColorMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout(push_constant) uniform Material
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{
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vec4 ambient;
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vec4 diffuse;
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vec4 specular;
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float opacity;
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} material;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec4 color = texture(samplerColorMap, inUV) * vec4(inColor, 1.0);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), 0.0) * material.diffuse.rgb;
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vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * material.specular.rgb;
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outFragColor = vec4((material.ambient.rgb + diffuse) * color.rgb + specular, 1.0-material.opacity);
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}
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data/shaders/scenerendering/scene.frag.spv
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data/shaders/scenerendering/scene.frag.spv
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data/shaders/scenerendering/scene.vert
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data/shaders/scenerendering/scene.vert
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec3 inColor;
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layout (set = 0, binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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mat4 model;
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vec4 lightPos;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec2 outUV;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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void main()
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{
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outNormal = inNormal;
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outColor = inColor;
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outUV = inUV;
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mat4 modelView = ubo.view * ubo.model;
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gl_Position = ubo.projection * modelView * vec4(inPos.xyz, 1.0);
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vec4 pos = modelView * vec4(inPos, 0.0);
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outNormal = mat3(ubo.model) * inNormal;
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vec3 lPos = mat3(ubo.model) * ubo.lightPos.xyz;
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outLightVec = lPos - (ubo.model * vec4(inPos, 0.0)).xyz;
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outViewVec = -(ubo.model * vec4(inPos, 0.0)).xyz;
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}
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data/shaders/scenerendering/scene.vert.spv
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data/shaders/scenerendering/scene.vert.spv
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