This commit is contained in:
xsl
2025-09-27 22:16:53 +08:00
parent aa9a524c33
commit 4721726618
4 changed files with 15 additions and 54 deletions
+5 -26
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@@ -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);
}
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+10 -28
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@@ -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;
}
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