Add ktx
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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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