Added simple task shader
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5 changed files with 41 additions and 11 deletions
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@ -22,15 +22,31 @@ layout(location = 0) out VertexOutput
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vec4 color;
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} vertexOutput[];
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const vec4[3] positions = {
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vec4( 0.0, -1.0, 0.0, 1.0),
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vec4(-1.0, 1.0, 0.0, 1.0),
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vec4( 1.0, 1.0, 0.0, 1.0)
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};
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const vec4[3] colors = {
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vec4(0.0, 1.0, 0.0, 1.0),
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vec4(0.0, 0.0, 1.0, 1.0),
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vec4(1.0, 0.0, 0.0, 1.0)
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};
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void main()
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{
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uint iid = gl_LocalInvocationID.x;
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vec4 offset = vec4(0.0, 0.0, gl_GlobalInvocationID.x, 0.0);
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SetMeshOutputsEXT(3, 1);
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mat4 mvp = ubo.projection * ubo.view * ubo.model;
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gl_MeshVerticesEXT[0].gl_Position = mvp * vec4( 0.0, -1.0, 0.0, 1.0);
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gl_MeshVerticesEXT[1].gl_Position = mvp * vec4(-1.0, 1.0, 0.0, 1.0);
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gl_MeshVerticesEXT[2].gl_Position = mvp * vec4( 1.0, 1.0, 0.0, 1.0);
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vertexOutput[0].color = vec4(0.0, 1.0, 0.0, 1.0);
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vertexOutput[1].color = vec4(0.0, 0.0, 1.0, 1.0);
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vertexOutput[2].color = vec4(1.0, 0.0, 0.0, 1.0);
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gl_MeshVerticesEXT[0].gl_Position = mvp * (positions[0] + offset);
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gl_MeshVerticesEXT[1].gl_Position = mvp * (positions[1] + offset);
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gl_MeshVerticesEXT[2].gl_Position = mvp * (positions[2] + offset);
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vertexOutput[0].color = colors[0];
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vertexOutput[1].color = colors[1];
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vertexOutput[2].color = colors[2];
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gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(0, 1, 2);
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}
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13
data/shaders/glsl/meshshader/meshshader.task
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13
data/shaders/glsl/meshshader/meshshader.task
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@ -0,0 +1,13 @@
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/* Copyright (c) 2021, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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#version 450
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#extension GL_EXT_mesh_shader : require
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void main()
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{
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EmitMeshTasksEXT(3, 1, 1);
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}
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BIN
data/shaders/glsl/meshshader/meshshader.task.spv
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BIN
data/shaders/glsl/meshshader/meshshader.task.spv
Normal file
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