添加复制的资源

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xsl
2025-09-23 20:03:06 +08:00
parent 48517e685d
commit 599e041732
60 changed files with 1570 additions and 0 deletions
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#version 450
// 输入变量(与顶点着色器输出对应)
layout(location = 0) in vec2 inTexCoord;
// 输出颜色
layout(location = 0) out vec4 outColor;
// 纹理采样器
layout(binding = 0) uniform sampler2D texSampler;
void main() {
// 采样纹理
outColor = texture(texSampler, inTexCoord);
}
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#version 450
// 硬编码的顶点数据 - 4个顶点组成三角形带覆盖整个屏幕
// const vec2 positions[6] = vec2[6](
// vec2( 1.0, 1.0), // 右上 - 三角形1
// vec2(-1.0, 1.0), // 左上 - 三角形1
// vec2(-1.0, -1.0), // 左下 - 三角形1
// vec2(-1.0, -1.0), // 左下 - 三角形2
// vec2( 1.0, -1.0), // 右下 - 三角形2
// vec2( 1.0, 1.0) // 右上 - 三角形2
// );
const float offset = (640-480)/(480.0);
const vec2 positions[6] = vec2[6](
vec2( 1.0, -1.0 -offset), // 右下
vec2(1.0, 1.0 + offset), // 右上 - 三角形1
vec2(-1.0, 1.0 + offset), // 左上 - 三角形1
vec2(-1.0, 1.0 + offset), // 左上 - 三角形2
vec2( -1.0, -1.0-offset), // 左下 - 三角形2
vec2( 1.0, -1.0-offset) // 右下 - 三角形2
);
//const float offset = (640-480)/(640.0*2); // 假设宽高比为4:3
// const float offset = 0;
// const vec2 positions[6] = vec2[6](
// vec2( -1.0 - offset, 1.0), // 右上 -> 左上
// vec2(-1.0 - offset, -1.0), // 左上 - 左下
// vec2(1.0 + offset, -1.0), // 左下 - 右下
// vec2(1.0 + offset, -1.0), // 左下 - 右下
// vec2( 1.0 + offset, 1.0), // 右下 - 右上
// vec2( -1.0 - offset, 1.0) // 右上 - 左上
// );
const vec2 texCoords[6] = vec2[6](
vec2(1.0, 1.0), // 右上
vec2(0.0, 1.0), // 左上
vec2(0.0, 0.0), // 左下
vec2(0.0, 0.0), // 左下
vec2(1.0, 0.0), // 右下
vec2(1.0, 1.0) // 右上
);
// 输出变量
layout(location = 0) out vec2 outTexCoord;
void main() {
// 获取顶点位置
vec2 position = positions[gl_VertexIndex];
// 设置输出位置(Vulkan使用不同的坐标系)
gl_Position = vec4(position, 0.0, 1.0);
// 输出纹理坐标
outTexCoord = texCoords[gl_VertexIndex];
}
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#version 450
layout(location = 0) in vec3 fragColor;
layout(location = 1) in vec3 fragLineStart;
layout(location = 2) in vec3 fragLineEnd;
layout(location = 0) out vec4 outColor;
void main() {
vec2 fragPos = gl_FragCoord.xy;
// 网格参数
float gridSize = 14.0; // 网格大小
float dotRadius = 6.0; // 点状半径
// 计算当前片段所在的网格和网格中心坐标
vec2 gridCoord = fragPos / gridSize;
vec2 gridCenter = (floor(gridCoord) + 0.5) * gridSize;
// 计算片段到网格中心的距离
float distanceToCenter = length(fragPos - gridCenter);
// 如果距离超过点状半径,丢弃(创建点状虚线)
if (distanceToCenter > dotRadius && fragColor.y > 0.5) {
discard;
}
outColor = vec4(fragColor, 1.0);
}
@@ -0,0 +1,27 @@
#version 450
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec3 inLineStart;
layout(location = 3) in vec3 inLineEnd;
layout(location = 0) out vec3 fragColor;
layout(location = 1) out vec3 fragLineStart;
layout(location = 2) out vec3 fragLineEnd;
layout(binding = 0) uniform UniformBufferObject {
mat4 proj;
mat4 model;
mat4 view;
} ubo;
void main() {
mat4 worldviewproj = ubo.proj * ubo.view * ubo.model;
gl_Position = worldviewproj * vec4(inPosition, 1.0);
fragColor = inColor;
fragLineStart = (worldviewproj * vec4(inLineStart, 1.0)).xyz;
fragLineEnd = (worldviewproj * vec4(inLineEnd, 1.0)).xyz;
}
@@ -0,0 +1,11 @@
#version 450
layout(location = 0) in vec3 fragColor;
layout(location = 0) out vec4 outColor;
void main() {
outColor = vec4(1, 0, 0, 1.0);
}
@@ -0,0 +1,23 @@
#version 450
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec3 inLineStart;
layout(location = 3) in vec3 inLineEnd;
layout(location = 0) out vec3 fragColor;
layout(binding = 0) uniform UniformBufferObject {
mat4 proj;
mat4 model;
mat4 view;
} ubo;
void main() {
//mat4 worldviewproj = ubo.proj * ubo.view * ubo.model;
mat4 mvp = ubo.proj * ubo.view * ubo.model;
//gl_Position = worldviewproj * vec4(inPosition, 1.0);
gl_Position = mvp * vec4(inPosition, 1.0);
fragColor = inColor;
}
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#version 450
// 从顶点着色器接收的颜色
layout(location = 0) in vec3 fragColor;
// 输出颜色
layout(location = 0) out vec4 outColor;
void main() {
outColor = vec4(fragColor, 1.0); // 使用传入的颜色
}
@@ -0,0 +1,21 @@
#version 450
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 0) out vec3 fragColor;
layout(binding = 0) uniform UniformBufferObject {
mat4 proj;
mat4 model;
mat4 view;
} ubo;
void main() {
// 预计算MVP矩阵以减少乘法次数
mat4 mvp = ubo.proj * ubo.view * ubo.model;
//vec3 pos = vec3(2.0, inPosition.y, inPosition.z);
gl_Position = mvp * vec4(inPosition, 1.0);
fragColor = inColor;
gl_PointSize = 2.0;
}
@@ -0,0 +1,41 @@
#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 = 0) out vec4 outFragColor;
void main()
{
vec4 color = texture(samplerColor, inUV, inLodBias);
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;
outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
}
@@ -0,0 +1,57 @@
#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;
layout (location = 2) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
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;
out gl_PerVertex
{
vec4 gl_Position;
};
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);
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;
}
@@ -0,0 +1,43 @@
/* Copyright (c) 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.
*/
[[vk::binding(1, 0)]]
Texture2D textureColor : register(t1);
[[vk::binding(1, 0)]]
SamplerState samplerColor : register(s1);
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float LodBias : FLOAT0;
[[vk::location(2)]] float3 Normal : NORMAL0;
[[vk::location(3)]] float3 ViewVec : VECTOR0;
[[vk::location(4)]] float3 LightVec : VECTOR1;
};
float4 main(VSOutput input) : SV_TARGET0
{
float4 color = textureColor.SampleBias(samplerColor, input.UV, input.LodBias);
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 diffuse = max(dot(N, L), 0.0).xxx;
float3 specular = (pow(max(dot(R, V), 0.0), 16.0)).xxx * color.a;
return float4(diffuse * color.rgb + specular, 1.0);
}
@@ -0,0 +1,60 @@
/* Copyright (c) 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.
*/
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
[[vk::location(2)]] float3 Normal : NORMAL0;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4 viewPos;
float lodBias;
};
[[vk::binding(0, 0)]]
ConstantBuffer<UBO> ubo : register(b0);
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float LodBias : FLOAT0;
[[vk::location(2)]] float3 Normal : NORMAL0;
[[vk::location(3)]] float3 ViewVec : VECTOR0;
[[vk::location(4)]] float3 LightVec : VECTOR1;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput) 0;
float3 vecPos = mul((float3x3) ubo.model, input.Pos.xyz).xyz;
float3 lightPos = mul((float3x3) ubo.model, (1.0).xxx);
output.UV = input.UV;
output.LodBias = ubo.lodBias;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
output.Normal = mul((float3x3) ubo.model, input.Normal);
output.LightVec = lightPos - vecPos;
output.ViewVec = ubo.viewPos.xyz - vecPos;
return output;
}