Added missing stencil outline example shaders
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2020c9548f
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8 changed files with 93 additions and 0 deletions
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data/shaders/stencilbuffer/outline.frag
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data/shaders/stencilbuffer/outline.frag
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#version 450
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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outFragColor = vec4(vec3(1.0), 1.0);
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}
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data/shaders/stencilbuffer/outline.frag.spv
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data/shaders/stencilbuffer/outline.frag.spv
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data/shaders/stencilbuffer/outline.vert
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data/shaders/stencilbuffer/outline.vert
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#version 450
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layout (location = 0) in vec4 inPos;
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layout (location = 2) in vec3 inNormal;
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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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vec4 lightPos;
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float outlineWidth;
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} ubo;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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// Extrude along normal
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vec4 pos = vec4(inPos.xyz + inNormal * ubo.outlineWidth, inPos.w);
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gl_Position = ubo.projection * ubo.model * pos;
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}
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data/shaders/stencilbuffer/outline.vert.spv
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data/shaders/stencilbuffer/outline.vert.spv
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data/shaders/stencilbuffer/toon.frag
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data/shaders/stencilbuffer/toon.frag
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#version 450
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layout (binding = 1) uniform sampler2D samplerColorMap;
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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 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 color;
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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float intensity = dot(N,L);
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if (intensity > 0.98)
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color = inColor * 1.5;
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else if (intensity > 0.9)
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color = inColor * 1.0;
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else if (intensity > 0.5)
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color = inColor * 0.6;
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else if (intensity > 0.25)
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color = inColor * 0.4;
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else
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color = inColor * 0.2;
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// Desaturate a bit
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color = vec3(mix(color, vec3(dot(vec3(0.2126,0.7152,0.0722), color)), 0.1));
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outFragColor.rgb = color;
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}
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data/shaders/stencilbuffer/toon.frag.spv
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data/shaders/stencilbuffer/toon.frag.spv
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data/shaders/stencilbuffer/toon.vert
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data/shaders/stencilbuffer/toon.vert
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec3 inNormal;
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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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vec4 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 outLightVec;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outColor = vec3(1.0, 0.0, 0.0);
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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outNormal = mat3(ubo.model) * inNormal;
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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vec3 lPos = mat3(ubo.model) * ubo.lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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}
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data/shaders/stencilbuffer/toon.vert.spv
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data/shaders/stencilbuffer/toon.vert.spv
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