添加复制的资源
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#version 450
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// 输入变量(与顶点着色器输出对应)
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layout(location = 0) in vec2 inTexCoord;
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// 输出颜色
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layout(location = 0) out vec4 outColor;
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// 纹理采样器
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layout(binding = 0) uniform sampler2D texSampler;
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void main() {
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// 采样纹理
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outColor = texture(texSampler, inTexCoord);
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}
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#version 450
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// 硬编码的顶点数据 - 4个顶点组成三角形带覆盖整个屏幕
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// const vec2 positions[6] = vec2[6](
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// vec2( 1.0, 1.0), // 右上 - 三角形1
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// vec2(-1.0, 1.0), // 左上 - 三角形1
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// vec2(-1.0, -1.0), // 左下 - 三角形1
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// vec2(-1.0, -1.0), // 左下 - 三角形2
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// vec2( 1.0, -1.0), // 右下 - 三角形2
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// vec2( 1.0, 1.0) // 右上 - 三角形2
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// );
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const float offset = (640-480)/(480.0);
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const vec2 positions[6] = vec2[6](
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vec2( 1.0, -1.0 -offset), // 右下
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vec2(1.0, 1.0 + offset), // 右上 - 三角形1
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vec2(-1.0, 1.0 + offset), // 左上 - 三角形1
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vec2(-1.0, 1.0 + offset), // 左上 - 三角形2
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vec2( -1.0, -1.0-offset), // 左下 - 三角形2
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vec2( 1.0, -1.0-offset) // 右下 - 三角形2
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);
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//const float offset = (640-480)/(640.0*2); // 假设宽高比为4:3
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// const float offset = 0;
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// const vec2 positions[6] = vec2[6](
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// vec2( -1.0 - offset, 1.0), // 右上 -> 左上
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// vec2(-1.0 - offset, -1.0), // 左上 - 左下
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// vec2(1.0 + offset, -1.0), // 左下 - 右下
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// vec2(1.0 + offset, -1.0), // 左下 - 右下
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// vec2( 1.0 + offset, 1.0), // 右下 - 右上
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// vec2( -1.0 - offset, 1.0) // 右上 - 左上
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// );
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const vec2 texCoords[6] = vec2[6](
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vec2(1.0, 1.0), // 右上
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vec2(0.0, 1.0), // 左上
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vec2(0.0, 0.0), // 左下
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vec2(0.0, 0.0), // 左下
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vec2(1.0, 0.0), // 右下
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vec2(1.0, 1.0) // 右上
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);
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// 输出变量
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layout(location = 0) out vec2 outTexCoord;
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void main() {
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// 获取顶点位置
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vec2 position = positions[gl_VertexIndex];
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// 设置输出位置(Vulkan使用不同的坐标系)
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gl_Position = vec4(position, 0.0, 1.0);
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// 输出纹理坐标
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outTexCoord = texCoords[gl_VertexIndex];
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}
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#version 450
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layout(location = 0) in vec3 fragColor;
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layout(location = 1) in vec3 fragLineStart;
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layout(location = 2) in vec3 fragLineEnd;
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layout(location = 0) out vec4 outColor;
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void main() {
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vec2 fragPos = gl_FragCoord.xy;
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// 网格参数
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float gridSize = 14.0; // 网格大小
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float dotRadius = 6.0; // 点状半径
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// 计算当前片段所在的网格和网格中心坐标
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vec2 gridCoord = fragPos / gridSize;
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vec2 gridCenter = (floor(gridCoord) + 0.5) * gridSize;
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// 计算片段到网格中心的距离
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float distanceToCenter = length(fragPos - gridCenter);
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// 如果距离超过点状半径,丢弃(创建点状虚线)
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if (distanceToCenter > dotRadius && fragColor.y > 0.5) {
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discard;
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}
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outColor = vec4(fragColor, 1.0);
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}
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#version 450
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec3 inLineStart;
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layout(location = 3) in vec3 inLineEnd;
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec3 fragLineStart;
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layout(location = 2) out vec3 fragLineEnd;
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layout(binding = 0) uniform UniformBufferObject {
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mat4 proj;
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mat4 model;
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mat4 view;
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} ubo;
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void main() {
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mat4 worldviewproj = ubo.proj * ubo.view * ubo.model;
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gl_Position = worldviewproj * vec4(inPosition, 1.0);
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fragColor = inColor;
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fragLineStart = (worldviewproj * vec4(inLineStart, 1.0)).xyz;
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fragLineEnd = (worldviewproj * vec4(inLineEnd, 1.0)).xyz;
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}
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#version 450
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layout(location = 0) in vec3 fragColor;
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = vec4(1, 0, 0, 1.0);
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}
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#version 450
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec3 inLineStart;
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layout(location = 3) in vec3 inLineEnd;
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layout(location = 0) out vec3 fragColor;
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layout(binding = 0) uniform UniformBufferObject {
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mat4 proj;
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mat4 model;
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mat4 view;
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} ubo;
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void main() {
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//mat4 worldviewproj = ubo.proj * ubo.view * ubo.model;
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mat4 mvp = ubo.proj * ubo.view * ubo.model;
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//gl_Position = worldviewproj * vec4(inPosition, 1.0);
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gl_Position = mvp * vec4(inPosition, 1.0);
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fragColor = inColor;
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}
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#version 450
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// 从顶点着色器接收的颜色
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layout(location = 0) in vec3 fragColor;
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// 输出颜色
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = vec4(fragColor, 1.0); // 使用传入的颜色
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}
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#version 450
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 0) out vec3 fragColor;
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layout(binding = 0) uniform UniformBufferObject {
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mat4 proj;
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mat4 model;
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mat4 view;
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} ubo;
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void main() {
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// 预计算MVP矩阵以减少乘法次数
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mat4 mvp = ubo.proj * ubo.view * ubo.model;
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//vec3 pos = vec3(2.0, inPosition.y, inPosition.z);
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gl_Position = mvp * vec4(inPosition, 1.0);
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fragColor = inColor;
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gl_PointSize = 2.0;
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}
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#version 450
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/* Copyright (c) 2019-2024, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout (binding = 1) uniform sampler2D samplerColor;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in float inLodBias;
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layout (location = 2) in vec3 inNormal;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec4 color = texture(samplerColor, inUV, inLodBias);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
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float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a;
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outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
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}
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#version 450
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/* Copyright (c) 2019-2024, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec3 inNormal;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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vec4 viewPos;
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float lodBias;
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} ubo;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out float outLodBias;
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layout (location = 2) out vec3 outNormal;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outUV = inUV;
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outLodBias = ubo.lodBias;
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vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
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vec3 lightPos = vec3(0.0);
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vec3 lPos = mat3(ubo.model) * lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = ubo.viewPos.xyz - pos.xyz;
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}
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/* Copyright (c) 2024, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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[[vk::binding(1, 0)]]
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Texture2D textureColor : register(t1);
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[[vk::binding(1, 0)]]
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SamplerState samplerColor : register(s1);
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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[[vk::location(1)]] float LodBias : FLOAT0;
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[[vk::location(2)]] float3 Normal : NORMAL0;
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[[vk::location(3)]] float3 ViewVec : VECTOR0;
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[[vk::location(4)]] float3 LightVec : VECTOR1;
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};
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float4 main(VSOutput input) : SV_TARGET0
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{
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float4 color = textureColor.SampleBias(samplerColor, input.UV, input.LodBias);
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(-L, N);
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float3 diffuse = max(dot(N, L), 0.0).xxx;
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float3 specular = (pow(max(dot(R, V), 0.0), 16.0)).xxx * color.a;
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return float4(diffuse * color.rgb + specular, 1.0);
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}
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/* Copyright (c) 2024, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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struct VSInput
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{
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[[vk::location(0)]] float3 Pos : POSITION0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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[[vk::location(2)]] float3 Normal : NORMAL0;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 model;
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float4 viewPos;
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float lodBias;
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};
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[[vk::binding(0, 0)]]
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ConstantBuffer<UBO> ubo : register(b0);
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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[[vk::location(1)]] float LodBias : FLOAT0;
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[[vk::location(2)]] float3 Normal : NORMAL0;
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[[vk::location(3)]] float3 ViewVec : VECTOR0;
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[[vk::location(4)]] float3 LightVec : VECTOR1;
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};
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VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput) 0;
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float3 vecPos = mul((float3x3) ubo.model, input.Pos.xyz).xyz;
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float3 lightPos = mul((float3x3) ubo.model, (1.0).xxx);
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output.UV = input.UV;
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output.LodBias = ubo.lodBias;
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output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
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output.Normal = mul((float3x3) ubo.model, input.Normal);
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output.LightVec = lightPos - vecPos;
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output.ViewVec = ubo.viewPos.xyz - vecPos;
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return output;
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}
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