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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glslangvalidator -V reflect.vert -o reflect.vert.spv
glslangvalidator -V reflect.frag -o reflect.frag.spv
glslangvalidator -V skybox.vert -o skybox.vert.spv
glslangvalidator -V skybox.frag -o skybox.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 samplerCube samplerColor;
layout (location = 0) in vec3 inEyePos;
layout (location = 1) in vec3 inEyeNormal;
layout (location = 2) in mat4 inView;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 I = normalize (inEyePos);
vec3 R = reflect (I, normalize(inEyeNormal));
R = vec3(inverse (inView) * vec4(R, 0.0));
outFragColor = texture(samplerColor, R);
}

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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 (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec3 outEyePos;
layout (location = 1) out vec3 outEyeNormal;
layout (location = 2) out mat4 outView;
void main()
{
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
outEyePos = vec3(ubo.model * vec4(inPos, 1.0));
outEyeNormal = vec3(ubo.model * vec4(inNormal, 0.0));
outView = ubo.model;
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform samplerCube samplerCubeMap;
layout (location = 0) in vec3 inUVW;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = texture(samplerCubeMap, inUVW);
}

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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 (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec3 outUVW;
void main()
{
outUVW = inPos;
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
}

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