Added shaders and testmeshes for indirect drawing example

This commit is contained in:
saschawillems 2016-07-28 23:10:10 +02:00
parent 4ed547a916
commit cff9eb6b30
6 changed files with 383 additions and 0 deletions

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glslangvalidator -V indirectdraw.vert -o indirectdraw.vert.spv
glslangvalidator -V indirectdraw.frag -o indirectdraw.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 sampler2DArray samplerArray;
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 inUV;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 color = texture(samplerArray, inUV) * vec4(inColor, 1.0);
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), 32.0) * specular;
outFragColor = vec4((IAmbient + IDiffuse) * color + ISpecular);
}

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
// Vertex attributes
layout (location = 0) in vec4 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inColor;
// Instanced attributes
layout (location = 4) in vec3 instancePos;
layout (location = 5) in vec3 instanceRot;
layout (location = 6) in vec3 instanceColor;
layout (location = 7) in float instanceScale;
layout (location = 8) in int instanceTexIndex;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
float time;
} 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 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outColor = instanceColor;
outUV = vec3(inUV, instanceTexIndex);
mat4 mx, my, mz;
// rotate around x
float s = sin(instanceRot.x);
float c = cos(instanceRot.x);
mx[0] = vec4(c, s, 0.0, 0.0);
mx[1] = vec4(-s, c, 0.0, 0.0);
mx[2] = vec4(0.0, 0.0, 1.0, 0.0);
mx[3] = vec4(0.0, 0.0, 0.0, 1.0);
// rotate around y
s = sin(instanceRot.y + ubo.time);
c = cos(instanceRot.y + ubo.time);
my[0] = vec4(c, 0.0, s, 0.0);
my[1] = vec4(0.0, 1.0, 0.0, 0.0);
my[2] = vec4(-s, 0.0, c, 0.0);
my[3] = vec4(0.0, 0.0, 0.0, 1.0);
// rot around z
s = sin(instanceRot.z);
c = cos(instanceRot.z);
mz[0] = vec4(1.0, 0.0, 0.0, 0.0);
mz[1] = vec4(0.0, c, s, 0.0);
mz[2] = vec4(0.0, -s, c, 0.0);
mz[3] = vec4(0.0, 0.0, 0.0, 1.0);
mat4 rotMat = mz * my * mx;
outNormal = inNormal * mat3(rotMat);
vec4 pos = vec4((inPos.xyz * instanceScale) + instancePos, 1.0) * rotMat;
outEyePos = vec3(ubo.view * pos);
gl_Position = ubo.projection * ubo.view * pos;
vec4 lightPos = vec4(0.0, 0.0, 0.0, 1.0) * ubo.view;
outLightVec = normalize(lightPos.xyz - outEyePos);
}

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