Added Vulkan examples sources!
This commit is contained in:
parent
367fda186b
commit
c91341813c
868 changed files with 514080 additions and 5584 deletions
13
data/shaders/geometryshader/base.frag
Normal file
13
data/shaders/geometryshader/base.frag
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
#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);
|
||||
}
|
||||
BIN
data/shaders/geometryshader/base.frag.spv
Normal file
BIN
data/shaders/geometryshader/base.frag.spv
Normal file
Binary file not shown.
15
data/shaders/geometryshader/base.vert
Normal file
15
data/shaders/geometryshader/base.vert
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
#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);
|
||||
}
|
||||
BIN
data/shaders/geometryshader/base.vert.spv
Normal file
BIN
data/shaders/geometryshader/base.vert.spv
Normal file
Binary file not shown.
5
data/shaders/geometryshader/generate-spirv.bat
Normal file
5
data/shaders/geometryshader/generate-spirv.bat
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
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
|
||||
25
data/shaders/geometryshader/mesh.frag
Normal file
25
data/shaders/geometryshader/mesh.frag
Normal file
|
|
@ -0,0 +1,25 @@
|
|||
#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);
|
||||
}
|
||||
BIN
data/shaders/geometryshader/mesh.frag.spv
Normal file
BIN
data/shaders/geometryshader/mesh.frag.spv
Normal file
Binary file not shown.
32
data/shaders/geometryshader/mesh.vert
Normal file
32
data/shaders/geometryshader/mesh.vert
Normal file
|
|
@ -0,0 +1,32 @@
|
|||
#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);
|
||||
}
|
||||
BIN
data/shaders/geometryshader/mesh.vert.spv
Normal file
BIN
data/shaders/geometryshader/mesh.vert.spv
Normal file
Binary file not shown.
37
data/shaders/geometryshader/normaldebug.geom
Normal file
37
data/shaders/geometryshader/normaldebug.geom
Normal file
|
|
@ -0,0 +1,37 @@
|
|||
#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();
|
||||
}
|
||||
}
|
||||
BIN
data/shaders/geometryshader/normaldebug.geom.spv
Normal file
BIN
data/shaders/geometryshader/normaldebug.geom.spv
Normal file
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue