Added starfield backdrop to instancing example
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10 changed files with 70 additions and 2 deletions
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@ -20,7 +20,7 @@ void main()
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), 0.0) * inColor;
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vec3 diffuse = max(dot(N, L), 0.1) * inColor;
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vec3 specular = (dot(N,L) > 0.0) ? pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75) * color.r : vec3(0.0);
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outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
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}
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34
data/shaders/instancing/starsphere.frag
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34
data/shaders/instancing/starsphere.frag
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@ -0,0 +1,34 @@
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#version 450
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layout (location = 0) in vec3 inUVW;
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layout (location = 0) out vec4 outFragColor;
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#define HASHSCALE3 vec3(443.897, 441.423, 437.195)
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#define STARFREQUENCY 0.01
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// Hash function by Dave Hoskins (https://www.shadertoy.com/view/4djSRW)
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float hash33(vec3 p3)
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{
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p3 = fract(p3 * HASHSCALE3);
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p3 += dot(p3, p3.yxz+vec3(19.19));
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return fract((p3.x + p3.y)*p3.z + (p3.x+p3.z)*p3.y + (p3.y+p3.z)*p3.x);
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}
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vec3 starField(vec3 pos)
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{
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vec3 color = vec3(0.0);
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float threshhold = (1.0 - STARFREQUENCY);
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float rnd = hash33(pos);
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if (rnd >= threshhold)
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{
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float starCol = pow((rnd - threshhold) / (1.0 - threshhold), 16.0);
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color += vec3(starCol);
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}
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return color;
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}
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void main()
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{
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outFragColor = vec4(starField(inUVW), 1.0);
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}
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data/shaders/instancing/starsphere.frag.spv
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data/shaders/instancing/starsphere.frag.spv
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9
data/shaders/instancing/starsphere.vert
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9
data/shaders/instancing/starsphere.vert
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@ -0,0 +1,9 @@
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#version 450
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layout (location = 0) out vec3 outUVW;
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void main()
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{
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outUVW = vec3((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outUVW.st * 2.0f - 1.0f, 0.0f, 1.0f);
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}
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BIN
data/shaders/instancing/starsphere.vert.spv
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data/shaders/instancing/starsphere.vert.spv
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