This commit is contained in:
2026-06-14 19:09:18 +01:00
parent 14bd1a9271
commit 13fa90a0e9
3958 changed files with 999286 additions and 4 deletions
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// Copyright 2017 Mark Callow
// SPDX-License-Identifier: Apache-2.0
// Fragment shader for single texture
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#if 0
//layout (binding = 1) uniform sampler2D samplerColor;
layout (location = 0) in vec2 inUV;
layout (location = 1) in vec4 inColor;
#if 0
layout (location = 2) in float inLodBias;
layout (location = 3) in vec3 inNormal;
layout (location = 4) in vec3 inViewVec;
layout (location = 5) in vec3 inLightVec;
#endif
layout (location = 0) out vec4 outFragColor;
void main()
{
#if 0
vec4 color = texture(samplerColor, inUV, inLodBias);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a;
outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
#endif
outFragColor = vec4(inColor.rgb, 1.0);
}
#endif
#if 0
//layout (binding = 1) uniform sampler2D samplerColor;
layout (location = 0) in vec2 inUV;
layout (location = 1) in float inLodBias;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
//vec4 color = texture(samplerColor, inUV, inLodBias);
vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a;
outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
}
#endif
//layout (location = 0) in vec4 color;
layout (location = 0) out vec4 outColor;
void main() {
//outColor = color;
outColor = vec4(1.0, 0.0, 0.0, 1.0);
}
@@ -0,0 +1,124 @@
// Copyright 2016 Mark Callow
// SPDX-License-Identifier: Apache-2.0
// Vertex shader for cube sample.
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#if 0
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec4 inColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
vec4 viewPos;
float lodBias;
} ubo;
layout (location = 0) out vec2 outUV;
layout (location = 1) out vec4 outColor;
//layout (location = 1) out float outLodBias;
//layout (location = 2) out vec3 outNormal;
//layout (location = 3) out vec3 outViewVec;
//layout (location = 4) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = inUV;
outColor = inColor;
//outLodBias = ubo.lodBias;
//vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
#if 0
vec4 pos = ubo.model * vec4(inPos, 1.0);
outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
vec3 lightPos = vec3(0.0);
vec3 lPos = mat3(ubo.model) * lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = ubo.viewPos.xyz - pos.xyz;
#endif
// GL->VK conventions. Sigh!
//gl_Position.y = -gl_Position.y;
//gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0;
}
#endif
#if 0
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
vec4 viewPos;
float lodBias;
} ubo;
layout (location = 0) out vec2 outUV;
layout (location = 1) out float outLodBias;
layout (location = 2) out vec3 outNormal;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = inUV;
outLodBias = ubo.lodBias;
vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
vec4 pos = ubo.model * vec4(inPos, 1.0);
outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
vec3 lightPos = vec3(0.0);
vec3 lPos = mat3(ubo.model) * lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = ubo.viewPos.xyz - pos.xyz;
}
#endif
layout (location = 0) in vec3 inPos;
// layout (location = 3) in vec4 inColor;
// layout (location = 0) out vec4 outColor;
layout (std140, binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 view;
vec4 viewPos;
float lodBias;
} ubo;
void main() {
//outColor = inColor;r
mat4 mvp = ubo.projection * ubo.view * ubo.model;
gl_Position = mvp * vec4(inPos, 1.0);
//gl_Position = vec4(inPos * 0.5, 1.0);
//gl_PointSize = 2.0;
}
@@ -0,0 +1,47 @@
// Copyright 2017 Mark Callow
// SPDX-License-Identifier: Apache-2.0
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelView;
mat4 invModelView;
mat4 uvwTransform;
float lodBias;
} ubo;
layout (binding = 1) uniform samplerCube samplerColor;
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in float inLodBias;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 cI = normalize (inPos);
vec3 cR = reflect (cI, normalize(inNormal));
//cR = vec3(ubo.invModelView * vec4(cR, 0.0));
cR = vec3(ubo.uvwTransform * ubo.invModelView * vec4(cR, 0.0));
vec4 color = texture(samplerColor, cR, inLodBias);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 ambient = vec3(0.5) * color.rgb;
vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.5);
outFragColor = vec4(ambient + diffuse * color.rgb + specular, 1.0);
}
@@ -0,0 +1,43 @@
// Copyright 2017 Mark Callow
// SPDX-License-Identifier: Apache-2.0
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelView;
mat4 invModelView;
mat4 uvwTransform;
float lodBias;
} ubo;
layout (location = 0) out vec3 outPos;
layout (location = 1) out vec3 outNormal;
layout (location = 2) out float outLodBias;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
gl_Position = ubo.projection * ubo.modelView * vec4(inPos.xyz, 1.0);
outPos = vec3(ubo.modelView * vec4(inPos, 1.0));
outNormal = mat3(ubo.modelView) * inNormal;
outLodBias = ubo.lodBias;
vec3 lightPos = vec3(0.0f, -5.0f, 5.0f);
outLightVec = lightPos.xyz - outPos.xyz;
outViewVec = -outPos.xyz;
}
@@ -0,0 +1,18 @@
// Copyright 2017 Mark Callow
// SPDX-License-Identifier: Apache-2.0
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform samplerCube samplerCubeMap;
layout (location = 0) in vec3 inUVW;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = texture(samplerCubeMap, inUVW);
}
@@ -0,0 +1,33 @@
// Copyright 2017 Mark Callow
// SPDX-License-Identifier: Apache-2.0
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelView;
mat4 invModelView;
mat4 uvwTransform;
} ubo;
layout (location = 0) out vec3 outUVW;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
//outUVW = inPos.xyz;
outUVW = (ubo.uvwTransform * vec4(inPos.xyz, 1.0)).xyz;
// Override the Z component with the W component to guarantee that the
// final Z value of the position will be 1.0.
gl_Position = (ubo.projection * ubo.modelView * vec4(inPos.xyz, 1.0)).xyww;
}
@@ -0,0 +1,52 @@
// Copyright 2017 Mark Callow
// SPDX-License-Identifier: Apache-2.0
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat3 normal;
vec4 viewPos;
float lodBias;
} ubo;
layout (location = 0) out vec2 outUV;
layout (location = 1) out float outLodBias;
layout (location = 2) out vec3 outNormal;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
layout (location = 5) out vec3 outColor;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = inUV;
outLodBias = ubo.lodBias;
outColor = inColor;
//vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
vec4 pos = ubo.model * vec4(inPos, 1.0);
//outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
outNormal = mat3(ubo.normal) * inNormal;
vec3 lightPos = vec3(0.0);
vec3 lPos = mat3(ubo.model) * lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = ubo.viewPos.xyz - pos.xyz;
}
@@ -0,0 +1,36 @@
// Copyright 2017 Mark Callow
// SPDX-License-Identifier: Apache-2.0
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler1D samplerColor;
layout (location = 0) in vec2 inUV;
layout (location = 1) in float inLodBias;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 5) in vec3 inColor;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 fragcolor, texcolor;
texcolor = texture(samplerColor, inUV.x, inLodBias);
fragcolor.rgb = inColor.rgb * (1.0f - texcolor.a) + texcolor.rgb * texcolor.a;
fragcolor.a = texcolor.a;
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
float specular = pow(max(dot(R, V), 0.0), 16.0) * fragcolor.a;
outFragColor = vec4(diffuse * fragcolor.rgb + specular, 1.0);
}
@@ -0,0 +1,36 @@
// Copyright 2017 Mark Callow
// SPDX-License-Identifier: Apache-2.0
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D samplerColor;
layout (location = 0) in vec2 inUV;
layout (location = 1) in float inLodBias;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 5) in vec3 inColor;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 fragcolor, texcolor;
texcolor = texture(samplerColor, inUV, inLodBias);
fragcolor.rgb = inColor.rgb * (1.0f - texcolor.a) + texcolor.rgb * texcolor.a;
fragcolor.a = texcolor.a;
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
float specular = pow(max(dot(R, V), 0.0), 16.0) * fragcolor.a;
outFragColor = vec4(diffuse * fragcolor.rgb + specular, 1.0);
}
@@ -0,0 +1,18 @@
// Copyright 2017 Mark Callow
// SPDX-License-Identifier: Apache-2.0
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler3D sampler3d;
layout (location = 0) in vec3 inUVW;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = texture(sampler3d, inUVW);
}
@@ -0,0 +1,48 @@
// Copyright 2017 Mark Callow
// SPDX-License-Identifier: Apache-2.0
#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 vec2 inUV;
struct Instance
{
mat4 model;
};
// Keep the default value small to avoid MoltenVK issue 1420.
// https://github.com/KhronosGroup/MoltenVK/issues/1420
//layout(constant_id = 1) const int instanceCount = 1;
// Sadly the above does not work on iOS, only macOS so declare
// roughly the max size expected and in the app allocate the size
// as declared.
layout(constant_id = 1) const int instanceCount = 30;
layout (binding = 0, std140) uniform UBO
{
mat4 projection;
mat4 view;
Instance instance[instanceCount];
} ubo;
// Workaround MoltenVK issue 1421 by passing instanceCount as a push constant.
// https://github.com/KhronosGroup/MoltenVK/issues/1421.
layout(push_constant) uniform PushConstants
{
uint instanceCount;
} constants;
layout (location = 0) out vec3 outUVW;
void main()
{
float divisor = max(1.0, constants.instanceCount - 1);
//float divisor = max(1.0, instanceCount - 1);
outUVW = vec3(inUV, gl_InstanceIndex / divisor);
mat4 modelView = ubo.view * ubo.instance[gl_InstanceIndex].model;
gl_Position = ubo.projection * modelView * inPos;
}
@@ -0,0 +1,18 @@
// Copyright 2017 Mark Callow
// SPDX-License-Identifier: Apache-2.0
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2DArray samplerArray;
layout (location = 0) in vec3 inUVW;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = texture(samplerArray, inUVW);
}
@@ -0,0 +1,39 @@
// Copyright 2017 Mark Callow
// SPDX-License-Identifier: Apache-2.0
#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 vec2 inUV;
struct Instance
{
mat4 model;
};
// Keep the default value small to avoid MoltenVK issue 1420.
// https://github.com/KhronosGroup/MoltenVK/issues/1420
//layout(constant_id = 1) const int instanceCount = 1;
// Sadly the above does not work on iOS, only macOS so declare
// roughly the max size expected and in the app allocate the size
// as declared.
layout(constant_id = 1) const int instanceCount = 30;
layout (binding = 0, std140) uniform UBO
{
mat4 projection;
mat4 view;
Instance instance[instanceCount];
} ubo;
layout (location = 0) out vec3 outUVW;
void main()
{
outUVW = vec3(inUV, gl_InstanceIndex);
mat4 modelView = ubo.view * ubo.instance[gl_InstanceIndex].model;
gl_Position = ubo.projection * modelView * inPos;
}
@@ -0,0 +1,19 @@
// Copyright 2017 Mark Callow
// SPDX-License-Identifier: Apache-2.0
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D sampler2d;
layout (location = 0) in vec2 inUV;
layout (location = 1) in flat float lambda;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = textureLod(sampler2d, inUV, lambda);
}
@@ -0,0 +1,41 @@
// Copyright 2017 Mark Callow
// SPDX-License-Identifier: Apache-2.0
#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 vec2 inUV;
struct Instance
{
mat4 model;
};
// Keep the default value small to avoid MoltenVK issue 1420.
// https://github.com/KhronosGroup/MoltenVK/issues/1420
//layout(constant_id = 1) const int instanceCount = 1;
// Sadly the above does not work on iOS, only macOS so declare
// roughly the max size expected and in the app allocate the size
// as declared.
layout(constant_id = 1) const int instanceCount = 16;
layout (binding = 0, std140) uniform UBO
{
mat4 projection;
mat4 view;
Instance instance[instanceCount];
} ubo;
layout (location = 0) out vec2 outUV;
layout (location = 1) out flat float lambda;
void main()
{
outUV = inUV;
lambda = gl_InstanceIndex+0.5;
mat4 modelView = ubo.view * ubo.instance[gl_InstanceIndex].model;
gl_Position = ubo.projection * modelView * inPos;
}