diff --git a/shaders/texture_loading/glsl/texture.frag b/shaders/texture_loading/glsl/texture.frag index 193cdac..dc9c0f6 100644 --- a/shaders/texture_loading/glsl/texture.frag +++ b/shaders/texture_loading/glsl/texture.frag @@ -1,45 +1,24 @@ #version 450 -/* Copyright (c) 2019-2024, Sascha Willems - * - * SPDX-License-Identifier: Apache-2.0 - * - * Licensed under the Apache License, Version 2.0 the "License"; - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ 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 = 1) in vec3 inNormal; + layout (location = 0) out vec4 outFragColor; void main() { - vec4 color = texture(samplerColor, inUV, inLodBias); + vec4 color = texture(samplerColor, inUV); 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) * color.a; vec4 textureColor = color; if (textureColor.a < 0.1) { discard; } outFragColor = textureColor; + +// outFragColor = vec4(1, 0, 0, 1); } \ No newline at end of file diff --git a/shaders/texture_loading/glsl/texture.frag.spv b/shaders/texture_loading/glsl/texture.frag.spv index aa31f6c..dfcd420 100644 Binary files a/shaders/texture_loading/glsl/texture.frag.spv and b/shaders/texture_loading/glsl/texture.frag.spv differ diff --git a/shaders/texture_loading/glsl/texture.vert b/shaders/texture_loading/glsl/texture.vert index a836f8d..183bc7b 100644 --- a/shaders/texture_loading/glsl/texture.vert +++ b/shaders/texture_loading/glsl/texture.vert @@ -1,20 +1,5 @@ #version 450 -/* Copyright (c) 2019-2024, Sascha Willems - * - * SPDX-License-Identifier: Apache-2.0 - * - * Licensed under the Apache License, Version 2.0 the "License"; - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ + layout (location = 0) in vec3 inPos; layout (location = 1) in vec2 inUV; @@ -29,10 +14,11 @@ layout (binding = 0) uniform UBO } 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 = 1) out vec3 outNormal; + +layout(push_constant) uniform PushConstants { + float myValue; +} pushConstants; out gl_PerVertex { @@ -42,16 +28,12 @@ out gl_PerVertex 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); + vec2 position = vec2(inPos.xy*2 -1); + position = position * pushConstants.myValue; + gl_Position = vec4(position, 0.5, 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; + } diff --git a/shaders/texture_loading/glsl/texture.vert.spv b/shaders/texture_loading/glsl/texture.vert.spv index 4938ff8..edeb674 100644 Binary files a/shaders/texture_loading/glsl/texture.vert.spv and b/shaders/texture_loading/glsl/texture.vert.spv differ