Add imgui example (wip)
This commit is contained in:
parent
eded1560a2
commit
ccfc1f1124
24 changed files with 24385 additions and 4 deletions
22
data/shaders/imgui/scene.frag
Normal file
22
data/shaders/imgui/scene.frag
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 inNormal;
|
||||
layout (location = 1) in vec3 inColor;
|
||||
layout (location = 2) in vec3 inViewVec;
|
||||
layout (location = 3) in vec3 inLightVec;
|
||||
|
||||
layout (location = 0) out vec4 outFragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 N = normalize(inNormal);
|
||||
vec3 L = normalize(inLightVec);
|
||||
vec3 V = normalize(inViewVec);
|
||||
vec3 R = reflect(-L, N);
|
||||
float diffuse = max(dot(N, L), 0.0);
|
||||
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
|
||||
outFragColor = vec4(diffuse * inColor + specular, 1.0);
|
||||
}
|
||||
BIN
data/shaders/imgui/scene.frag.spv
Normal file
BIN
data/shaders/imgui/scene.frag.spv
Normal file
Binary file not shown.
38
data/shaders/imgui/scene.vert
Normal file
38
data/shaders/imgui/scene.vert
Normal file
|
|
@ -0,0 +1,38 @@
|
|||
#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 = 2) in vec3 inColor;
|
||||
|
||||
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 outViewVec;
|
||||
layout (location = 3) out vec3 outLightVec;
|
||||
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
outNormal = inNormal;
|
||||
outColor = inColor;
|
||||
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
|
||||
|
||||
vec4 pos = ubo.model * vec4(inPos, 1.0);
|
||||
outNormal = mat3(ubo.model) * inNormal;
|
||||
vec3 lPos = mat3(ubo.model) * ubo.lightPos.xyz;
|
||||
outLightVec = lPos - pos.xyz;
|
||||
outViewVec = -pos.xyz;
|
||||
}
|
||||
BIN
data/shaders/imgui/scene.vert.spv
Normal file
BIN
data/shaders/imgui/scene.vert.spv
Normal file
Binary file not shown.
13
data/shaders/imgui/ui.frag
Normal file
13
data/shaders/imgui/ui.frag
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
#version 450
|
||||
|
||||
layout (binding = 0) uniform sampler2D fontSampler;
|
||||
|
||||
layout (location = 0) in vec2 inUV;
|
||||
layout (location = 1) in vec4 inColor;
|
||||
|
||||
layout (location = 0) out vec4 outColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
outColor = inColor * texture(fontSampler, inUV);
|
||||
}
|
||||
BIN
data/shaders/imgui/ui.frag.spv
Normal file
BIN
data/shaders/imgui/ui.frag.spv
Normal file
Binary file not shown.
25
data/shaders/imgui/ui.vert
Normal file
25
data/shaders/imgui/ui.vert
Normal file
|
|
@ -0,0 +1,25 @@
|
|||
#version 450
|
||||
|
||||
layout (location = 0) in vec2 inPos;
|
||||
layout (location = 1) in vec2 inUV;
|
||||
layout (location = 2) in vec4 inColor;
|
||||
|
||||
layout (push_constant) uniform PushConstants {
|
||||
vec2 scale;
|
||||
vec2 translate;
|
||||
} pushConstants;
|
||||
|
||||
layout (location = 0) out vec2 outUV;
|
||||
layout (location = 1) out vec4 outColor;
|
||||
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
outUV = inUV;
|
||||
outColor = inColor;
|
||||
gl_Position = vec4(inPos * pushConstants.scale + pushConstants.translate, 0.0, 1.0);
|
||||
}
|
||||
BIN
data/shaders/imgui/ui.vert.spv
Normal file
BIN
data/shaders/imgui/ui.vert.spv
Normal file
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue