Added Vulkan examples sources!
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868 changed files with 514080 additions and 5584 deletions
6
data/shaders/cubemap/generate-spirv.bat
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data/shaders/cubemap/generate-spirv.bat
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glslangvalidator -V reflect.vert -o reflect.vert.spv
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glslangvalidator -V reflect.frag -o reflect.frag.spv
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glslangvalidator -V skybox.vert -o skybox.vert.spv
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glslangvalidator -V skybox.frag -o skybox.frag.spv
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data/shaders/cubemap/reflect.frag
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data/shaders/cubemap/reflect.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 samplerCube samplerColor;
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layout (location = 0) in vec3 inEyePos;
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layout (location = 1) in vec3 inEyeNormal;
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layout (location = 2) in mat4 inView;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec3 I = normalize (inEyePos);
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vec3 R = reflect (I, normalize(inEyeNormal));
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R = vec3(inverse (inView) * vec4(R, 0.0));
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outFragColor = texture(samplerColor, R);
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}
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data/shaders/cubemap/reflect.frag.spv
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data/shaders/cubemap/reflect.frag.spv
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data/shaders/cubemap/reflect.vert
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data/shaders/cubemap/reflect.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 (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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} ubo;
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layout (location = 0) out vec3 outEyePos;
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layout (location = 1) out vec3 outEyeNormal;
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layout (location = 2) out mat4 outView;
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void main()
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{
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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outEyePos = vec3(ubo.model * vec4(inPos, 1.0));
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outEyeNormal = vec3(ubo.model * vec4(inNormal, 0.0));
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outView = ubo.model;
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}
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data/shaders/cubemap/reflect.vert.spv
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data/shaders/cubemap/reflect.vert.spv
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data/shaders/cubemap/skybox.frag
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data/shaders/cubemap/skybox.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 samplerCube samplerCubeMap;
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layout (location = 0) in vec3 inUVW;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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outFragColor = texture(samplerCubeMap, inUVW);
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}
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data/shaders/cubemap/skybox.frag.spv
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data/shaders/cubemap/skybox.frag.spv
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data/shaders/cubemap/skybox.vert
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data/shaders/cubemap/skybox.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 (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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} ubo;
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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 = inPos;
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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}
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data/shaders/cubemap/skybox.vert.spv
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data/shaders/cubemap/skybox.vert.spv
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