Moved shaders into separate directory
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444d06e9ab
commit
ed7f88fd37
7 changed files with 2 additions and 8 deletions
24
data/shaders/gears/gears.frag
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24
data/shaders/gears/gears.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec3 inEyePos;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec3 Eye = normalize(-inEyePos);
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vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
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vec4 IAmbient = vec4(0.2, 0.2, 0.2, 1.0);
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vec4 IDiffuse = vec4(0.5, 0.5, 0.5, 0.5) * max(dot(inNormal, inLightVec), 0.0);
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float specular = 0.25;
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vec4 ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 0.8) * specular;
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outFragColor = vec4((IAmbient + IDiffuse) * vec4(inColor, 1.0) + ISpecular);
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}
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data/shaders/gears/gears.frag.spv
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data/shaders/gears/gears.frag.spv
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34
data/shaders/gears/gears.vert
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data/shaders/gears/gears.vert
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec3 inColor;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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mat4 normal;
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mat4 view;
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vec3 lightpos;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec3 outEyePos;
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layout (location = 3) out vec3 outLightVec;
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void main()
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{
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outNormal = normalize(mat3(ubo.normal) * inNormal);
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outColor = inColor;
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mat4 modelView = ubo.view * ubo.model;
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vec4 pos = modelView * inPos;
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outEyePos = vec3(modelView * pos);
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vec4 lightPos = vec4(ubo.lightpos, 1.0) * modelView;
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outLightVec = normalize(lightPos.xyz - outEyePos);
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gl_Position = ubo.projection * pos;
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}
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data/shaders/gears/gears.vert.spv
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data/shaders/gears/gears.vert.spv
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