Added Vulkan examples sources!
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868 changed files with 514080 additions and 5584 deletions
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glslangvalidator -V mesh.vert -o mesh.vert.spv
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glslangvalidator -V mesh.frag -o mesh.frag.spv
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android/mesh/mesh.Packaging/assets/shaders/mesh.frag
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android/mesh/mesh.Packaging/assets/shaders/mesh.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D samplerColorMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 3) in vec3 inEyePos;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec4 spec = vec4(0.0);
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float shininess = 32.0;
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vec3 n = normalize(inNormal);
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vec3 l = normalize(inLightVec);
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vec3 e = normalize(inEyePos);
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vec4 diffuse = vec4(inColor, 1.0);
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vec4 specular = vec4(1.0);
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vec4 ambient = vec4(vec3(0.05), 0.0);
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float intensity = max(dot(n,l), 0.0);
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if (intensity > 0.0)
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{
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vec3 h = normalize(l + e);
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float intSpec = max(dot(h,n), 0.0);
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spec = specular * pow(intSpec, shininess);
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}
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outFragColor = max(intensity * diffuse + spec, ambient);
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}
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BIN
android/mesh/mesh.Packaging/assets/shaders/mesh.frag.spv
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BIN
android/mesh/mesh.Packaging/assets/shaders/mesh.frag.spv
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Binary file not shown.
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android/mesh/mesh.Packaging/assets/shaders/mesh.vert
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android/mesh/mesh.Packaging/assets/shaders/mesh.vert
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec3 inColor;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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vec4 lightPos;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec2 outUV;
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layout (location = 3) out vec3 outEyePos;
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layout (location = 4) out vec3 outLightVec;
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void main()
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{
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outNormal = normalize(inNormal);
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outColor = inColor;
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vec4 pos = ubo.model * vec4(inPos.xyz, 1.0);
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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vec4 lPos = ubo.model * ubo.lightPos;
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outLightVec = vec3(lPos.xyz - pos.xyz);
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outEyePos = vec3(-pos);
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}
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BIN
android/mesh/mesh.Packaging/assets/shaders/mesh.vert.spv
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BIN
android/mesh/mesh.Packaging/assets/shaders/mesh.vert.spv
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