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 (location = 0) in vec3 inColor;
layout (location = 0) out vec4 outFragColor;
void main(void)
{
outFragColor = vec4(inColor, 1.0);
}

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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 (location = 0) out vec3 outNormal;
void main(void)
{
outNormal = inNormal;
gl_Position = vec4(inPos.xyz, 1.0);
}

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glslangvalidator -V base.vert -o base.vert.spv
glslangvalidator -V base.frag -o base.frag.spv
glslangvalidator -V normaldebug.geom -o normaldebug.geom.spv
glslangvalidator -V mesh.vert -o mesh.vert.spv
glslangvalidator -V mesh.frag -o mesh.frag.spv

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec2 vTexcoord;
layout (location = 1) in vec3 vNormal;
layout (location = 2) in vec3 vColor;
layout (location = 3) in vec3 vEyePos;
layout (location = 4) in vec3 vLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 Eye = normalize(-vEyePos);
vec3 Reflected = normalize(reflect(-vLightVec, vNormal));
vec4 IAmbient = vec4(0.2, 0.2, 0.2, 1.0);
vec4 IDiffuse = vec4(0.5, 0.5, 0.5, 0.5) * max(dot(vNormal, vLightVec), 0.0);
float specular = 0.75;
vec4 ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 0.8) * specular;
outFragColor = vec4((IAmbient + IDiffuse) * vec4(vColor, 1.0) + ISpecular);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec4 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inTexCoord;
layout (location = 3) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec2 vTexcoord;
layout (location = 1) out vec3 vNormal;
layout (location = 2) out vec3 vColor;
layout (location = 3) out vec3 vEyePos;
layout (location = 4) out vec3 vLightVec;
void main()
{
vTexcoord = inTexCoord.st;
vNormal = inNormal;
vColor = inColor;
gl_Position = ubo.projection * ubo.model * inPos;
vEyePos = vec3(ubo.model * inPos);
vec4 lightPos = vec4(0.0, 0.0, 0.0, 1.0) * ubo.model;
vLightVec = normalize(lightPos.xyz - vEyePos);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (triangles) in;
layout (line_strip, max_vertices = 6) out;
layout (binding = 1) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) in vec3 inNormal[];
layout (location = 0) out vec3 outColor;
void main(void)
{
float normalLength = 0.015;
for(int i=0; i<gl_in.length(); i++)
{
vec3 pos = gl_in[i].gl_Position.xyz;
vec3 normal = inNormal[i].xyz;
gl_Position = ubo.projection * (ubo.model * vec4(pos, 1.0));
outColor = vec3(1.0, 0.0, 0.0);
EmitVertex();
gl_Position = ubo.projection * (ubo.model * vec4(pos + normal * normalLength, 1.0));
outColor = vec3(0.0, 0.0, 1.0);
EmitVertex();
EndPrimitive();
}
}

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