Started work on a text overlay rendering example using a separate render pass for drawing on top of the current framebuffer
This commit is contained in:
parent
908ef3765c
commit
bb0924480d
14 changed files with 2049 additions and 0 deletions
4
data/shaders/textoverlay/generate-spirv.bat
Normal file
4
data/shaders/textoverlay/generate-spirv.bat
Normal file
|
|
@ -0,0 +1,4 @@
|
|||
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
|
||||
29
data/shaders/textoverlay/mesh.frag
Normal file
29
data/shaders/textoverlay/mesh.frag
Normal file
|
|
@ -0,0 +1,29 @@
|
|||
#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 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 = 0) out vec4 outFragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = texture(samplerColorMap, inUV) * vec4(inColor, 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) * 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);
|
||||
}
|
||||
BIN
data/shaders/textoverlay/mesh.frag.spv
Normal file
BIN
data/shaders/textoverlay/mesh.frag.spv
Normal file
Binary file not shown.
36
data/shaders/textoverlay/mesh.vert
Normal file
36
data/shaders/textoverlay/mesh.vert
Normal file
|
|
@ -0,0 +1,36 @@
|
|||
#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 vec2 inUV;
|
||||
layout (location = 3) 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 vec2 outUV;
|
||||
layout (location = 3) out vec3 outViewVec;
|
||||
layout (location = 4) out vec3 outLightVec;
|
||||
|
||||
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;
|
||||
outLightVec = lPos - pos.xyz;
|
||||
outViewVec = -pos.xyz;
|
||||
}
|
||||
BIN
data/shaders/textoverlay/mesh.vert.spv
Normal file
BIN
data/shaders/textoverlay/mesh.vert.spv
Normal file
Binary file not shown.
13
data/shaders/textoverlay/text.frag
Normal file
13
data/shaders/textoverlay/text.frag
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
#version 450 core
|
||||
|
||||
layout (location = 0) in vec2 inUV;
|
||||
|
||||
layout (binding = 0) uniform sampler2D samplerFont;
|
||||
|
||||
layout (location = 0) out vec4 outFragColor;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
float color = texture(samplerFont, inUV).r;
|
||||
outFragColor = vec4(vec3(color), 1.0);
|
||||
}
|
||||
BIN
data/shaders/textoverlay/text.frag.spv
Normal file
BIN
data/shaders/textoverlay/text.frag.spv
Normal file
Binary file not shown.
12
data/shaders/textoverlay/text.vert
Normal file
12
data/shaders/textoverlay/text.vert
Normal file
|
|
@ -0,0 +1,12 @@
|
|||
#version 450 core
|
||||
|
||||
layout (location = 0) in vec2 inPos;
|
||||
layout (location = 1) in vec2 inUV;
|
||||
|
||||
layout (location = 0) out vec2 outUV;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = vec4(inPos, 0.0, 1.0);
|
||||
outUV = inUV;
|
||||
}
|
||||
BIN
data/shaders/textoverlay/text.vert.spv
Normal file
BIN
data/shaders/textoverlay/text.vert.spv
Normal file
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue