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:
saschawillems 2016-05-03 22:38:57 +02:00
parent 908ef3765c
commit bb0924480d
14 changed files with 2049 additions and 0 deletions

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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

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#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);
}

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#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;
}

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#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);
}

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#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;
}

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