Added Vulkan examples sources!
This commit is contained in:
parent
367fda186b
commit
c91341813c
868 changed files with 514080 additions and 5584 deletions
16
data/shaders/shadowmap/cubemapdisplay.frag
Normal file
16
data/shaders/shadowmap/cubemapdisplay.frag
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (binding = 1) uniform samplerCube shadowCubeMap;
|
||||
|
||||
layout (location = 0) in vec3 inUVW;
|
||||
|
||||
layout (location = 0) out vec4 outFragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
float dist = length(texture(shadowCubeMap, inUVW).rgb) * 0.005;
|
||||
outFragColor = vec4(vec3(dist), 1.0);
|
||||
}
|
||||
BIN
data/shaders/shadowmap/cubemapdisplay.frag.spv
Normal file
BIN
data/shaders/shadowmap/cubemapdisplay.frag.spv
Normal file
Binary file not shown.
22
data/shaders/shadowmap/cubemapdisplay.vert
Normal file
22
data/shaders/shadowmap/cubemapdisplay.vert
Normal file
|
|
@ -0,0 +1,22 @@
|
|||
#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 view;
|
||||
mat4 model;
|
||||
} ubo;
|
||||
|
||||
layout (location = 0) out vec3 outUVW;
|
||||
|
||||
void main()
|
||||
{
|
||||
outUVW = inPos;
|
||||
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
|
||||
}
|
||||
|
||||
BIN
data/shaders/shadowmap/cubemapdisplay.vert.spv
Normal file
BIN
data/shaders/shadowmap/cubemapdisplay.vert.spv
Normal file
Binary file not shown.
7
data/shaders/shadowmap/generate-spirv.bat
Normal file
7
data/shaders/shadowmap/generate-spirv.bat
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
glslangvalidator -V offscreen.vert -o offscreen.vert.spv
|
||||
glslangvalidator -V offscreen.frag -o offscreen.frag.spv
|
||||
glslangvalidator -V scene.vert -o scene.vert.spv
|
||||
glslangvalidator -V scene.frag -o scene.frag.spv
|
||||
glslangvalidator -V cubemapdisplay.vert -o cubemapdisplay.vert.spv
|
||||
glslangvalidator -V cubemapdisplay.frag -o cubemapdisplay.frag.spv
|
||||
|
||||
16
data/shaders/shadowmap/offscreen.frag
Normal file
16
data/shaders/shadowmap/offscreen.frag
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) out float outFragColor;
|
||||
|
||||
layout (location = 0) in vec4 inPos;
|
||||
layout (location = 1) in vec3 inLightPos;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Store distance to light as 32 bit float value
|
||||
vec3 lightVec = inPos.xyz - inLightPos;
|
||||
outFragColor = length(lightVec);
|
||||
}
|
||||
BIN
data/shaders/shadowmap/offscreen.frag.spv
Normal file
BIN
data/shaders/shadowmap/offscreen.frag.spv
Normal file
Binary file not shown.
30
data/shaders/shadowmap/offscreen.vert
Normal file
30
data/shaders/shadowmap/offscreen.vert
Normal file
|
|
@ -0,0 +1,30 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
|
||||
layout (location = 0) out vec4 outPos;
|
||||
layout (location = 1) out vec3 outLightPos;
|
||||
|
||||
layout (binding = 0) uniform UBO
|
||||
{
|
||||
mat4 projection;
|
||||
mat4 view;
|
||||
mat4 model;
|
||||
vec4 lightPos;
|
||||
} ubo;
|
||||
|
||||
layout(push_constant) uniform PushConsts
|
||||
{
|
||||
mat4 view;
|
||||
} pushConsts;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = ubo.projection * pushConsts.view * ubo.model * vec4(inPos, 1.0);
|
||||
|
||||
outPos = vec4(inPos, 1.0);
|
||||
outLightPos = ubo.lightPos.xyz;
|
||||
}
|
||||
BIN
data/shaders/shadowmap/offscreen.vert.spv
Normal file
BIN
data/shaders/shadowmap/offscreen.vert.spv
Normal file
Binary file not shown.
43
data/shaders/shadowmap/scene.frag
Normal file
43
data/shaders/shadowmap/scene.frag
Normal file
|
|
@ -0,0 +1,43 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (binding = 1) uniform samplerCube shadowCubeMap;
|
||||
|
||||
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 = 4) in vec3 inWorldPos;
|
||||
layout (location = 5) in vec3 inLightPos;
|
||||
|
||||
layout (location = 0) out vec4 outFragColor;
|
||||
|
||||
#define EPSILON 0.15
|
||||
#define SHADOW_OPACITY 0.5
|
||||
|
||||
void main()
|
||||
{
|
||||
// Lighting
|
||||
vec3 N = normalize(inNormal);
|
||||
vec3 L = normalize(vec3(1.0));
|
||||
|
||||
vec3 Eye = normalize(-inEyePos);
|
||||
vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
|
||||
|
||||
vec4 IAmbient = vec4(vec3(0.05), 1.0);
|
||||
vec4 IDiffuse = vec4(1.0) * max(dot(inNormal, inLightVec), 0.0);
|
||||
|
||||
outFragColor = vec4(IAmbient + IDiffuse * vec4(inColor, 1.0));
|
||||
|
||||
// Shadow
|
||||
vec3 lightVec = inWorldPos - inLightPos;
|
||||
float sampledDist = texture(shadowCubeMap, lightVec).r;
|
||||
float dist = length(lightVec);
|
||||
|
||||
// Check if fragment is in shadow
|
||||
float shadow = (dist <= sampledDist + EPSILON) ? 1.0 : SHADOW_OPACITY;
|
||||
|
||||
outFragColor.rgb *= shadow;
|
||||
}
|
||||
BIN
data/shaders/shadowmap/scene.frag.spv
Normal file
BIN
data/shaders/shadowmap/scene.frag.spv
Normal file
Binary file not shown.
37
data/shaders/shadowmap/scene.vert
Normal file
37
data/shaders/shadowmap/scene.vert
Normal file
|
|
@ -0,0 +1,37 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 2) in vec3 inColor;
|
||||
layout (location = 3) in vec3 inNormal;
|
||||
|
||||
layout (binding = 0) uniform UBO
|
||||
{
|
||||
mat4 projection;
|
||||
mat4 view;
|
||||
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;
|
||||
layout (location = 4) out vec3 outWorldPos;
|
||||
layout (location = 5) out vec3 outLightPos;
|
||||
|
||||
void main()
|
||||
{
|
||||
outColor = inColor;
|
||||
outNormal = inNormal;
|
||||
|
||||
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
|
||||
outEyePos = vec3(ubo.model * vec4(inPos, 1.0f));
|
||||
outLightVec = normalize(ubo.lightPos.xyz - inPos.xyz);
|
||||
outWorldPos = inPos;
|
||||
|
||||
outLightPos = ubo.lightPos.xyz;
|
||||
}
|
||||
|
||||
BIN
data/shaders/shadowmap/scene.vert.spv
Normal file
BIN
data/shaders/shadowmap/scene.vert.spv
Normal file
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue