parent
c918914bd4
commit
b2d37e714b
12 changed files with 837 additions and 0 deletions
11
data/shaders/conservativeraster/fullscreen.frag
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data/shaders/conservativeraster/fullscreen.frag
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#version 450
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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outFragColor = texture(samplerColor, inUV);
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}
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data/shaders/conservativeraster/fullscreen.frag.spv
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data/shaders/conservativeraster/fullscreen.frag.spv
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data/shaders/conservativeraster/fullscreen.vert
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data/shaders/conservativeraster/fullscreen.vert
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#version 450
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layout (location = 0) out vec2 outUV;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
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}
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data/shaders/conservativeraster/fullscreen.vert.spv
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data/shaders/conservativeraster/fullscreen.vert.spv
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data/shaders/conservativeraster/triangle.frag
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data/shaders/conservativeraster/triangle.frag
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#version 450
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layout (location = 0) in vec3 inColor;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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outFragColor.rgb = inColor;
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}
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data/shaders/conservativeraster/triangle.frag.spv
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data/shaders/conservativeraster/triangle.frag.spv
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data/shaders/conservativeraster/triangle.vert
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data/shaders/conservativeraster/triangle.vert
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inColor;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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} ubo;
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layout (location = 0) out vec3 outColor;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outColor = inColor;
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gl_Position = ubo.projection * ubo.model * vec4(inPos, 1.0);
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}
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data/shaders/conservativeraster/triangle.vert.spv
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data/shaders/conservativeraster/triangle.vert.spv
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data/shaders/conservativeraster/triangleoverlay.frag
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data/shaders/conservativeraster/triangleoverlay.frag
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#version 450
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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outFragColor.rgb = vec3(1.0, 1.0, 1.0);
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}
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data/shaders/conservativeraster/triangleoverlay.frag.spv
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data/shaders/conservativeraster/triangleoverlay.frag.spv
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