Add ktx
This commit is contained in:
@@ -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);
|
||||
}
|
||||
Reference in New Issue
Block a user