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 offscreen.vert -o offscreen.vert.spv
glslangvalidator -V offscreen.frag -o offscreen.frag.spv
glslangvalidator -V quad.vert -o quad.vert.spv
glslangvalidator -V quad.frag -o quad.frag.spv
glslangvalidator -V mirror.vert -o mirror.vert.spv
glslangvalidator -V mirror.frag -o mirror.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 sampler2D samplerColor;
layout (binding = 2) uniform sampler2D samplerColorMap;
layout (location = 0) in vec2 inUV;
layout (location = 1) in vec4 inPos;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 tmp = vec4(1.0 / inPos.w);
vec4 projCoord = inPos * tmp;
// Scale and bias
projCoord += vec4(1.0);
projCoord *= vec4(0.5);
// Slow single pass blur
// For demonstration purposes only
const float blurSize = 1.0 / 512.0;
vec4 reflection = vec4(0.0);
for (int x = -3; x <= 3; x++)
{
for (int y = -3; y <= 3; y++)
{
reflection += texture(samplerColor, vec2(projCoord.s + x * blurSize, projCoord.t + y * blurSize)) / 49.0;
}
}
vec4 color = texture(samplerColorMap, inUV);
outFragColor = color * 0.25;
outFragColor += reflection * 1.5 * (color.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 vec2 inUV;
layout (location = 3) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec2 outUV;
layout (location = 1) out vec4 outPos;
void main()
{
outUV = inUV;
outPos = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
gl_Position = outPos;
}

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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 Eye = normalize(-inEyePos);
vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
vec4 IAmbient = vec4(0.1, 0.1, 0.1, 1.0);
vec4 IDiffuse = vec4(max(dot(inNormal, inLightVec), 0.0));
float specular = 0.75;
vec4 ISpecular = vec4(0.0);
if (dot(inEyePos, inNormal) < 0.0)
{
ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 16.0) * 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 = 2) in vec3 inColor;
layout (location = 3) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
vec4 lightPos;
} 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 = inColor;
gl_Position = ubo.projection * ubo.model * inPos;
outEyePos = vec3(ubo.model * inPos);
outLightVec = normalize(ubo.lightPos.xyz - outEyePos);
// Clip against reflection plane
//vec4 clipPlane = vec4(0.0, -1.0, 0.0, 0.0);
//gl_ClipDistance[0] = dot(inPos, clipPlane);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D samplerColor;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = texture(samplerColor, inUV);
}

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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 vec2 inUV;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec2 outUV;
void main()
{
outUV = inUV;
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
}

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