Added simple task shader

This commit is contained in:
Sascha Willems 2022-11-10 18:24:57 +01:00
parent c739dac00a
commit ed406e61a6
5 changed files with 41 additions and 11 deletions

View file

@ -22,15 +22,31 @@ layout(location = 0) out VertexOutput
vec4 color;
} vertexOutput[];
const vec4[3] positions = {
vec4( 0.0, -1.0, 0.0, 1.0),
vec4(-1.0, 1.0, 0.0, 1.0),
vec4( 1.0, 1.0, 0.0, 1.0)
};
const vec4[3] colors = {
vec4(0.0, 1.0, 0.0, 1.0),
vec4(0.0, 0.0, 1.0, 1.0),
vec4(1.0, 0.0, 0.0, 1.0)
};
void main()
{
uint iid = gl_LocalInvocationID.x;
vec4 offset = vec4(0.0, 0.0, gl_GlobalInvocationID.x, 0.0);
SetMeshOutputsEXT(3, 1);
mat4 mvp = ubo.projection * ubo.view * ubo.model;
gl_MeshVerticesEXT[0].gl_Position = mvp * vec4( 0.0, -1.0, 0.0, 1.0);
gl_MeshVerticesEXT[1].gl_Position = mvp * vec4(-1.0, 1.0, 0.0, 1.0);
gl_MeshVerticesEXT[2].gl_Position = mvp * vec4( 1.0, 1.0, 0.0, 1.0);
vertexOutput[0].color = vec4(0.0, 1.0, 0.0, 1.0);
vertexOutput[1].color = vec4(0.0, 0.0, 1.0, 1.0);
vertexOutput[2].color = vec4(1.0, 0.0, 0.0, 1.0);
gl_MeshVerticesEXT[0].gl_Position = mvp * (positions[0] + offset);
gl_MeshVerticesEXT[1].gl_Position = mvp * (positions[1] + offset);
gl_MeshVerticesEXT[2].gl_Position = mvp * (positions[2] + offset);
vertexOutput[0].color = colors[0];
vertexOutput[1].color = colors[1];
vertexOutput[2].color = colors[2];
gl_PrimitiveTriangleIndicesEXT[gl_LocalInvocationIndex] = uvec3(0, 1, 2);
}

View file

@ -0,0 +1,13 @@
/* Copyright (c) 2021, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
#version 450
#extension GL_EXT_mesh_shader : require
void main()
{
EmitMeshTasksEXT(3, 1, 1);
}

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