Added backgdrop, object and more text to text overlay example

This commit is contained in:
saschawillems 2016-05-07 12:37:12 +02:00
parent 99ad677339
commit b39d589c86
13 changed files with 243 additions and 62 deletions

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@ -0,0 +1,15 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D samplerColorMap;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = texture(samplerColorMap, inUV);
}

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@ -0,0 +1,17 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
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 * vec2(2.0f, 2.0f) + vec2(-1.0f, -1.0f), 0.0f, 1.0f);
}

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@ -2,3 +2,5 @@ glslangvalidator -V text.vert -o text.vert.spv
glslangvalidator -V text.frag -o text.frag.spv
glslangvalidator -V mesh.vert -o mesh.vert.spv
glslangvalidator -V mesh.frag -o mesh.frag.spv
glslangvalidator -V background.vert -o background.vert.spv
glslangvalidator -V background.frag -o background.frag.spv

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@ -6,24 +6,22 @@
layout (binding = 1) uniform sampler2D samplerColorMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inViewVec;
layout (location = 3) in vec3 inLightVec;
layout (location = 4) in vec3 inEyeNormal;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 color = texture(samplerColorMap, inUV) * vec4(inColor, 1.0);
vec4 color = texture(samplerColorMap, inUV);
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), 16.0) * vec3(0.75);
outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
outFragColor.rgb = vec3(diffuse + specular);
vec3 diffuse = max(dot(N, L), 0.0) * color.rgb;
vec3 specular = pow(max(dot(R, V), 0.0), 1.0) * vec3(color.a);
outFragColor = vec4(diffuse + specular, 1.0);
}

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@ -6,7 +6,6 @@
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inColor;
layout (binding = 0) uniform UBO
{
@ -16,10 +15,9 @@ layout (binding = 0) uniform UBO
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec2 outUV;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
layout (location = 1) out vec2 outUV;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
out gl_PerVertex
{
@ -29,13 +27,12 @@ out gl_PerVertex
void main()
{
outNormal = inNormal;
outColor = inColor;
outUV = inUV;
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
vec4 pos = ubo.model * vec4(inPos, 1.0);
outNormal = /*mat3(ubo.model) */ inNormal;
vec3 lPos = /*mat3(ubo.model) */ ubo.lightPos.xyz;
outNormal = mat3(transpose(inverse(ubo.model))) * normalize(inNormal);
vec3 lPos = mat3(ubo.model) * ubo.lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = -pos.xyz;
outViewVec = -pos.xyz;
}