Added Vulkan examples sources!

This commit is contained in:
saschawillems 2016-02-16 15:07:25 +01:00
parent 367fda186b
commit c91341813c
868 changed files with 514080 additions and 5584 deletions

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (local_size_x = 16, local_size_y = 16) in;
layout (binding = 0, rgba8) uniform image2D inputImage;
layout (binding = 1, rgba8) uniform image2D resultImage;
float conv(in float[9] kernel, in float[9] data, in float denom, in float offset)
{
float res = 0.0;
for (int i=0; i<9; ++i)
{
res += kernel[i] * data[i];
}
return clamp(res/denom + offset, 0.0, 1.0);
}
struct ImageData
{
float avg[9];
} imageData;
void main()
{
// Fetch neighbouring texels
int n = -1;
for (int i=-1; i<2; ++i)
{
for(int j=-1; j<2; ++j)
{
n++;
vec3 rgb = imageLoad(inputImage, ivec2(gl_GlobalInvocationID.x + i, gl_GlobalInvocationID.y + j)).rgb;
imageData.avg[n] = (rgb.r + rgb.g + rgb.b) / 3.0;
}
}
float[9] kernel;
kernel[0] = -1.0/8.0; kernel[1] = -1.0/8.0; kernel[2] = -1.0/8.0;
kernel[3] = -1.0/8.0; kernel[4] = 1.0; kernel[5] = -1.0/8.0;
kernel[6] = -1.0/8.0; kernel[7] = -1.0/8.0; kernel[8] = -1.0/8.0;
vec4 res = vec4(vec3(conv(kernel, imageData.avg, 0.1, 0.0)), 1.0);
imageStore(resultImage, ivec2(gl_GlobalInvocationID.xy), res);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (local_size_x =16, local_size_y = 16) in;
layout (binding = 0, rgba8) uniform image2D inputImage;
layout (binding = 1, rgba8) uniform image2D resultImage;
float conv(in float[9] kernel, in float[9] data, in float denom, in float offset)
{
float res = 0.0;
for (int i=0; i<9; ++i)
{
res += kernel[i] * data[i];
}
return clamp(res/denom + offset, 0.0, 1.0);
}
struct ImageData
{
float avg[9];
} imageData;
void main()
{
// Fetch neighbouring texels
int n = -1;
for (int i=-1; i<2; ++i)
{
for(int j=-1; j<2; ++j)
{
n++;
vec3 rgb = imageLoad(inputImage, ivec2(gl_GlobalInvocationID.x + i, gl_GlobalInvocationID.y + j)).rgb;
imageData.avg[n] = (rgb.r + rgb.g + rgb.b) / 3.0;
}
}
float[9] kernel;
kernel[0] = -1.0; kernel[1] = 0.0; kernel[2] = 0.0;
kernel[3] = 0.0; kernel[4] = -1.0; kernel[5] = 0.0;
kernel[6] = 0.0; kernel[7] = 0.0; kernel[8] = 2.0;
vec4 res = vec4(vec3(conv(kernel, imageData.avg, 1.0, 0.50)), 1.0);
imageStore(resultImage, ivec2(gl_GlobalInvocationID.xy), res);
}

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glslangvalidator -V edgedetect.comp -o edgedetect.comp.spv
glslangvalidator -V emboss.comp -o emboss.comp.spv
glslangvalidator -V sharpen.comp -o sharpen.comp.spv
glslangvalidator -V texture.frag -o texture.frag.spv
glslangvalidator -V texture.vert -o texture.vert.spv

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (local_size_x =16, local_size_y = 16) in;
layout (binding = 0, rgba8) uniform image2D inputImage;
layout (binding = 1, rgba8) uniform image2D resultImage;
float conv(in float[9] kernel, in float[9] data, in float denom, in float offset)
{
float res = 0.0;
for (int i=0; i<9; ++i)
{
res += kernel[i] * data[i];
}
return clamp(res/denom + offset, 0.0, 1.0);
}
struct ImageData
{
float r[9];
float g[9];
float b[9];
} imageData;
void main()
{
// Fetch neighbouring texels
int n = -1;
for (int i=-1; i<2; ++i)
{
for(int j=-1; j<2; ++j)
{
n++;
vec3 rgb = imageLoad(inputImage, ivec2(gl_GlobalInvocationID.x + i, gl_GlobalInvocationID.y + j)).rgb;
imageData.r[n] = rgb.r;
imageData.g[n] = rgb.g;
imageData.b[n] = rgb.b;
}
}
float[9] kernel;
kernel[0] = -1.0; kernel[1] = -1.0; kernel[2] = -1.0;
kernel[3] = -1.0; kernel[4] = 9.0; kernel[5] = -1.0;
kernel[6] = -1.0; kernel[7] = -1.0; kernel[8] = -1.0;
vec4 res = vec4(
conv(kernel, imageData.r, 1.0, 0.0),
conv(kernel, imageData.g, 1.0, 0.0),
conv(kernel, imageData.b, 1.0, 0.0),
1.0);
imageStore(resultImage, ivec2(gl_GlobalInvocationID.xy), res);
}

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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 samplerColor;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = texture(samplerColor, inUV);
}

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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 vec2 inUV;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec2 outUV;
void main()
{
outUV = inUV;
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
}

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