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
#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);
}