Add ktx
This commit is contained in:
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// Copyright 2017 Mark Callow
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// SPDX-License-Identifier: Apache-2.0
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// Fragment shader for single texture
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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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#if 0
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//layout (binding = 1) uniform sampler2D samplerColor;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in vec4 inColor;
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#if 0
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layout (location = 2) in float inLodBias;
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layout (location = 3) in vec3 inNormal;
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layout (location = 4) in vec3 inViewVec;
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layout (location = 5) in vec3 inLightVec;
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#endif
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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#if 0
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vec4 color = texture(samplerColor, inUV, inLodBias);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
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float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a;
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outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
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#endif
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outFragColor = vec4(inColor.rgb, 1.0);
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}
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#endif
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#if 0
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//layout (binding = 1) uniform sampler2D samplerColor;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in float inLodBias;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) 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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//vec4 color = texture(samplerColor, inUV, inLodBias);
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vec4 color = vec4(1.0, 0.0, 0.0, 1.0);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
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float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a;
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outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
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}
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#endif
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//layout (location = 0) in vec4 color;
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layout (location = 0) out vec4 outColor;
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void main() {
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//outColor = color;
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outColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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@@ -0,0 +1,124 @@
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// Copyright 2016 Mark Callow
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// SPDX-License-Identifier: Apache-2.0
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// Vertex shader for cube sample.
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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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#if 0
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec4 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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vec4 viewPos;
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float lodBias;
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} ubo;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out vec4 outColor;
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//layout (location = 1) out float outLodBias;
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//layout (location = 2) out vec3 outNormal;
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//layout (location = 3) out vec3 outViewVec;
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//layout (location = 4) 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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outUV = inUV;
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outColor = inColor;
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//outLodBias = ubo.lodBias;
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//vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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#if 0
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
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vec3 lightPos = vec3(0.0);
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vec3 lPos = mat3(ubo.model) * lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = ubo.viewPos.xyz - pos.xyz;
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#endif
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// GL->VK conventions. Sigh!
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//gl_Position.y = -gl_Position.y;
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//gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0;
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}
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#endif
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#if 0
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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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 viewPos;
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float lodBias;
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} ubo;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out float outLodBias;
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layout (location = 2) out vec3 outNormal;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) 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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outUV = inUV;
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outLodBias = ubo.lodBias;
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vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
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vec3 lightPos = vec3(0.0);
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vec3 lPos = mat3(ubo.model) * lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = ubo.viewPos.xyz - pos.xyz;
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}
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#endif
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layout (location = 0) in vec3 inPos;
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// layout (location = 3) in vec4 inColor;
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// layout (location = 0) out vec4 outColor;
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layout (std140, 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 view;
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vec4 viewPos;
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float lodBias;
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} ubo;
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void main() {
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//outColor = inColor;r
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mat4 mvp = ubo.projection * ubo.view * ubo.model;
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gl_Position = mvp * vec4(inPos, 1.0);
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//gl_Position = vec4(inPos * 0.5, 1.0);
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//gl_PointSize = 2.0;
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}
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@@ -0,0 +1,47 @@
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// Copyright 2017 Mark Callow
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// SPDX-License-Identifier: Apache-2.0
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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 (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 modelView;
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mat4 invModelView;
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mat4 uvwTransform;
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float lodBias;
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} ubo;
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layout (binding = 1) uniform samplerCube samplerColor;
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in float inLodBias;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) 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 cI = normalize (inPos);
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vec3 cR = reflect (cI, normalize(inNormal));
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//cR = vec3(ubo.invModelView * vec4(cR, 0.0));
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cR = vec3(ubo.uvwTransform * ubo.invModelView * vec4(cR, 0.0));
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vec4 color = texture(samplerColor, cR, inLodBias);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 ambient = vec3(0.5) * color.rgb;
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vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
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vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.5);
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outFragColor = vec4(ambient + diffuse * color.rgb + specular, 1.0);
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}
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@@ -0,0 +1,43 @@
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// Copyright 2017 Mark Callow
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// SPDX-License-Identifier: Apache-2.0
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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 inPos;
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layout (location = 1) 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 modelView;
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mat4 invModelView;
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mat4 uvwTransform;
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float lodBias;
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} ubo;
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layout (location = 0) out vec3 outPos;
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layout (location = 1) out vec3 outNormal;
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layout (location = 2) out float outLodBias;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) 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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gl_Position = ubo.projection * ubo.modelView * vec4(inPos.xyz, 1.0);
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outPos = vec3(ubo.modelView * vec4(inPos, 1.0));
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outNormal = mat3(ubo.modelView) * inNormal;
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outLodBias = ubo.lodBias;
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vec3 lightPos = vec3(0.0f, -5.0f, 5.0f);
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outLightVec = lightPos.xyz - outPos.xyz;
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outViewVec = -outPos.xyz;
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}
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@@ -0,0 +1,18 @@
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// Copyright 2017 Mark Callow
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// SPDX-License-Identifier: Apache-2.0
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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 (binding = 1) uniform samplerCube samplerCubeMap;
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layout (location = 0) in vec3 inUVW;
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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 = texture(samplerCubeMap, inUVW);
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}
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@@ -0,0 +1,33 @@
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// Copyright 2017 Mark Callow
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// SPDX-License-Identifier: Apache-2.0
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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 inPos;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 modelView;
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mat4 invModelView;
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mat4 uvwTransform;
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} ubo;
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layout (location = 0) out vec3 outUVW;
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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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//outUVW = inPos.xyz;
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outUVW = (ubo.uvwTransform * vec4(inPos.xyz, 1.0)).xyz;
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// Override the Z component with the W component to guarantee that the
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// final Z value of the position will be 1.0.
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gl_Position = (ubo.projection * ubo.modelView * vec4(inPos.xyz, 1.0)).xyww;
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}
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@@ -0,0 +1,52 @@
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// Copyright 2017 Mark Callow
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// SPDX-License-Identifier: Apache-2.0
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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 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) 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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mat3 normal;
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vec4 viewPos;
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float lodBias;
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} ubo;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out float outLodBias;
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layout (location = 2) out vec3 outNormal;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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layout (location = 5) out vec3 outColor;
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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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outUV = inUV;
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outLodBias = ubo.lodBias;
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outColor = inColor;
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//vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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//outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
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outNormal = mat3(ubo.normal) * inNormal;
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vec3 lightPos = vec3(0.0);
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vec3 lPos = mat3(ubo.model) * lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = ubo.viewPos.xyz - pos.xyz;
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}
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@@ -0,0 +1,36 @@
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// Copyright 2017 Mark Callow
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// SPDX-License-Identifier: Apache-2.0
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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 (binding = 1) uniform sampler1D samplerColor;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in float inLodBias;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 5) in vec3 inColor;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec4 fragcolor, texcolor;
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texcolor = texture(samplerColor, inUV.x, inLodBias);
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fragcolor.rgb = inColor.rgb * (1.0f - texcolor.a) + texcolor.rgb * texcolor.a;
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fragcolor.a = texcolor.a;
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
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float specular = pow(max(dot(R, V), 0.0), 16.0) * fragcolor.a;
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outFragColor = vec4(diffuse * fragcolor.rgb + specular, 1.0);
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}
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@@ -0,0 +1,36 @@
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// Copyright 2017 Mark Callow
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// SPDX-License-Identifier: Apache-2.0
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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 (binding = 1) uniform sampler2D samplerColor;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in float inLodBias;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 5) in vec3 inColor;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec4 fragcolor, texcolor;
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texcolor = texture(samplerColor, inUV, inLodBias);
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fragcolor.rgb = inColor.rgb * (1.0f - texcolor.a) + texcolor.rgb * texcolor.a;
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fragcolor.a = texcolor.a;
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
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float specular = pow(max(dot(R, V), 0.0), 16.0) * fragcolor.a;
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outFragColor = vec4(diffuse * fragcolor.rgb + specular, 1.0);
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}
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@@ -0,0 +1,18 @@
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// 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
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||||
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layout (binding = 1) uniform sampler3D sampler3d;
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||||
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layout (location = 0) in vec3 inUVW;
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||||
|
||||
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;
|
||||
}
|
||||
Reference in New Issue
Block a user