Added sample for shader debugprintf

This commit is contained in:
Sascha Willems 2023-12-24 14:50:29 +01:00
parent efae5d64b5
commit b8959f76db
11 changed files with 366 additions and 1 deletions

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#version 450
layout (binding = 1) uniform sampler2D samplerColorMap;
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()
{
// Desaturate color
vec3 color = vec3(mix(inColor, vec3(dot(vec3(0.2126,0.7152,0.0722), inColor)), 0.65));
// High ambient colors because mesh materials are pretty dark
vec3 ambient = color * vec3(1.0);
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) * color;
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
outFragColor = vec4(ambient + diffuse * 1.75 + specular, 1.0);
float intensity = dot(N,L);
float shade = 1.0;
shade = intensity < 0.5 ? 0.75 : shade;
shade = intensity < 0.35 ? 0.6 : shade;
shade = intensity < 0.25 ? 0.5 : shade;
shade = intensity < 0.1 ? 0.25 : shade;
outFragColor.rgb = inColor * 3.0 * shade;
}

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#version 450
// This extension is required to use printf
#extension GL_EXT_debug_printf : 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 model;
vec4 lightPos;
} 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.xyz, 1.0);
vec4 pos = ubo.model * vec4(inPos, 1.0);
// Output the vertex position using debug printf
debugPrintfEXT("Position = %v4f", pos);
outNormal = mat3(ubo.model) * inNormal;
vec3 lPos = mat3(ubo.model) * ubo.lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = -pos.xyz;
}

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