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2026-06-14 19:09:18 +01:00
parent 14bd1a9271
commit 13fa90a0e9
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// 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;
}