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 instancing.vert -o instancing.vert.spv
glslangvalidator -V instancing.frag -o instancing.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 vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inEyePos;
layout (location = 3) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 N = normalize(inNormal);
vec3 L = normalize(vec3(1.0));
vec3 Eye = normalize(-inEyePos);
vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
vec4 IAmbient = vec4(vec3(0.1), 1.0);
vec4 IDiffuse = vec4(1.0) * max(dot(inNormal, inLightVec), 0.0);
float specular = 0.75;
vec4 ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 4.0) * specular;
outFragColor = vec4((IAmbient + IDiffuse) * vec4(inColor, 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 = 3) in vec3 inColor;
struct Instance
{
mat4 model;
vec4 color;
};
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
Instance instance[343];
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outEyePos;
layout (location = 3) out vec3 outLightVec;
void main()
{
outNormal = inNormal;
outColor = ubo.instance[gl_InstanceIndex].color.rgb;
mat4 modelView = ubo.view * ubo.instance[gl_InstanceIndex].model;
gl_Position = ubo.projection * modelView * inPos;
outEyePos = vec3(modelView * inPos);
vec4 lightPos = vec4(0.0, 0.0, 0.0, 1.0) * modelView;
outLightVec = normalize(lightPos.xyz - outEyePos);
}

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