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 (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;
}