Added screenshot taking example
This commit is contained in:
parent
ffd0bbdacc
commit
deed78921c
9 changed files with 757 additions and 0 deletions
23
data/shaders/screenshot/mesh.frag
Normal file
23
data/shaders/screenshot/mesh.frag
Normal file
|
|
@ -0,0 +1,23 @@
|
|||
#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);
|
||||
vec3 ambient = vec3(0.1);
|
||||
vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
|
||||
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
|
||||
outFragColor = vec4((ambient + diffuse) * inColor.rgb + specular, 1.0);
|
||||
}
|
||||
BIN
data/shaders/screenshot/mesh.frag.spv
Normal file
BIN
data/shaders/screenshot/mesh.frag.spv
Normal file
Binary file not shown.
39
data/shaders/screenshot/mesh.vert
Normal file
39
data/shaders/screenshot/mesh.vert
Normal file
|
|
@ -0,0 +1,39 @@
|
|||
#version 450
|
||||
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
|
||||
layout (location = 0) in vec4 inPos;
|
||||
layout (location = 1) in vec3 inNormal;
|
||||
layout (location = 2) in vec3 inColor;
|
||||
|
||||
layout (set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 projection;
|
||||
mat4 view;
|
||||
mat4 model;
|
||||
} 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.view * ubo.model * inPos;
|
||||
|
||||
vec4 pos = ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
|
||||
outNormal = mat3(ubo.model) * inNormal;
|
||||
|
||||
vec3 lightPos = vec3(1.0f, -1.0f, 1.0f);
|
||||
outLightVec = lightPos.xyz - pos.xyz;
|
||||
outViewVec = -pos.xyz;
|
||||
}
|
||||
BIN
data/shaders/screenshot/mesh.vert.spv
Normal file
BIN
data/shaders/screenshot/mesh.vert.spv
Normal file
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue