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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@ -1,21 +1,21 @@
precision highp float;
varying vec3 v_normal;
uniform vec4 u_diffuse;
uniform vec4 u_emission;
uniform vec4 u_specular;
uniform float u_shininess;
void main(void) {
vec3 normal = normalize(v_normal);
vec4 color = vec4(0., 0., 0., 0.);
vec4 diffuse = vec4(0., 0., 0., 1.);
vec4 emission;
vec4 specular;
diffuse = u_diffuse;
emission = u_emission;
specular = u_specular;
diffuse.xyz *= max(dot(normal,vec3(0.,0.,1.)), 0.);
color.xyz += diffuse.xyz;
color.xyz += emission.xyz;
color = vec4(color.rgb * diffuse.a, diffuse.a);
gl_FragColor = color;
}
precision highp float;
varying vec3 v_normal;
uniform vec4 u_diffuse;
uniform vec4 u_emission;
uniform vec4 u_specular;
uniform float u_shininess;
void main(void) {
vec3 normal = normalize(v_normal);
vec4 color = vec4(0., 0., 0., 0.);
vec4 diffuse = vec4(0., 0., 0., 1.);
vec4 emission;
vec4 specular;
diffuse = u_diffuse;
emission = u_emission;
specular = u_specular;
diffuse.xyz *= max(dot(normal,vec3(0.,0.,1.)), 0.);
color.xyz += diffuse.xyz;
color.xyz += emission.xyz;
color = vec4(color.rgb * diffuse.a, diffuse.a);
gl_FragColor = color;
}

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precision highp float;
attribute vec3 a_position;
attribute vec3 a_normal;
varying vec3 v_normal;
uniform mat3 u_normalMatrix;
uniform mat4 u_modelViewMatrix;
uniform mat4 u_projectionMatrix;
void main(void) {
vec4 pos = u_modelViewMatrix * vec4(a_position,1.0);
v_normal = u_normalMatrix * a_normal;
gl_Position = u_projectionMatrix * pos;
}
precision highp float;
attribute vec3 a_position;
attribute vec3 a_normal;
varying vec3 v_normal;
uniform mat3 u_normalMatrix;
uniform mat4 u_modelViewMatrix;
uniform mat4 u_projectionMatrix;
void main(void) {
vec4 pos = u_modelViewMatrix * vec4(a_position,1.0);
v_normal = u_normalMatrix * a_normal;
gl_Position = u_projectionMatrix * pos;
}

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@ -1,21 +1,21 @@
precision highp float;
varying vec3 v_normal;
uniform vec4 u_diffuse;
uniform vec4 u_emission;
uniform vec4 u_specular;
uniform float u_shininess;
void main(void) {
vec3 normal = normalize(v_normal);
vec4 color = vec4(0., 0., 0., 0.);
vec4 diffuse = vec4(0., 0., 0., 1.);
vec4 emission;
vec4 specular;
diffuse = u_diffuse;
emission = u_emission;
specular = u_specular;
diffuse.xyz *= max(dot(normal,vec3(0.,0.,1.)), 0.);
color.xyz += diffuse.xyz;
color.xyz += emission.xyz;
color = vec4(color.rgb * diffuse.a, diffuse.a);
gl_FragColor = color;
}
precision highp float;
varying vec3 v_normal;
uniform vec4 u_diffuse;
uniform vec4 u_emission;
uniform vec4 u_specular;
uniform float u_shininess;
void main(void) {
vec3 normal = normalize(v_normal);
vec4 color = vec4(0., 0., 0., 0.);
vec4 diffuse = vec4(0., 0., 0., 1.);
vec4 emission;
vec4 specular;
diffuse = u_diffuse;
emission = u_emission;
specular = u_specular;
diffuse.xyz *= max(dot(normal,vec3(0.,0.,1.)), 0.);
color.xyz += diffuse.xyz;
color.xyz += emission.xyz;
color = vec4(color.rgb * diffuse.a, diffuse.a);
gl_FragColor = color;
}

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@ -1,12 +1,12 @@
precision highp float;
attribute vec3 a_position;
attribute vec3 a_normal;
varying vec3 v_normal;
uniform mat3 u_normalMatrix;
uniform mat4 u_modelViewMatrix;
uniform mat4 u_projectionMatrix;
void main(void) {
vec4 pos = u_modelViewMatrix * vec4(a_position,1.0);
v_normal = u_normalMatrix * a_normal;
gl_Position = u_projectionMatrix * pos;
}
precision highp float;
attribute vec3 a_position;
attribute vec3 a_normal;
varying vec3 v_normal;
uniform mat3 u_normalMatrix;
uniform mat4 u_modelViewMatrix;
uniform mat4 u_projectionMatrix;
void main(void) {
vec4 pos = u_modelViewMatrix * vec4(a_position,1.0);
v_normal = u_normalMatrix * a_normal;
gl_Position = u_projectionMatrix * pos;
}

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