init
This commit is contained in:
@@ -0,0 +1,79 @@
|
||||
#version 450
|
||||
/* Copyright (c) 2020-2024, 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 = 0) uniform sampler2D samplerColor0;
|
||||
layout (binding = 1) uniform sampler2D samplerColor1;
|
||||
|
||||
layout (location = 0) in vec2 inUV;
|
||||
|
||||
layout (location = 0) out vec4 outColor;
|
||||
|
||||
layout (constant_id = 0) const int dir = 0;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
// From the OpenGL Super bible
|
||||
const float weights[] = float[](0.0024499299678342,
|
||||
0.0043538453346397,
|
||||
0.0073599963704157,
|
||||
0.0118349786570722,
|
||||
0.0181026699707781,
|
||||
0.0263392293891488,
|
||||
0.0364543006660986,
|
||||
0.0479932050577658,
|
||||
0.0601029809166942,
|
||||
0.0715974486241365,
|
||||
0.0811305381519717,
|
||||
0.0874493212267511,
|
||||
0.0896631113333857,
|
||||
0.0874493212267511,
|
||||
0.0811305381519717,
|
||||
0.0715974486241365,
|
||||
0.0601029809166942,
|
||||
0.0479932050577658,
|
||||
0.0364543006660986,
|
||||
0.0263392293891488,
|
||||
0.0181026699707781,
|
||||
0.0118349786570722,
|
||||
0.0073599963704157,
|
||||
0.0043538453346397,
|
||||
0.0024499299678342);
|
||||
|
||||
|
||||
const float blurScale = 0.004;
|
||||
const float blurStrength = 0.6;
|
||||
|
||||
float ar = 1.0;
|
||||
// Aspect ratio for vertical blur pass
|
||||
if (dir == 1)
|
||||
{
|
||||
vec2 ts = textureSize(samplerColor1, 0);
|
||||
ar = ts.y / ts.x;
|
||||
}
|
||||
|
||||
vec2 P = inUV.yx - vec2(0, (weights.length() >> 1) * ar * blurScale);
|
||||
|
||||
vec4 color = vec4(0.0);
|
||||
for (int i = 0; i < weights.length(); i++)
|
||||
{
|
||||
vec2 dv = vec2(0.0, i * blurScale) * ar;
|
||||
color += texture(samplerColor1, P + dv) * weights[i] * blurStrength;
|
||||
}
|
||||
|
||||
outColor = color;
|
||||
}
|
||||
Binary file not shown.
@@ -0,0 +1,30 @@
|
||||
#version 450
|
||||
/* Copyright (c) 2020-2024, 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) out vec2 outUV;
|
||||
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
|
||||
gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
|
||||
}
|
||||
Binary file not shown.
@@ -0,0 +1,29 @@
|
||||
#version 450
|
||||
/* Copyright (c) 2020-2024, 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 = 0) uniform sampler2D samplerColor0;
|
||||
layout (binding = 1) uniform sampler2D samplerColor1;
|
||||
|
||||
layout (location = 0) in vec2 inUV;
|
||||
|
||||
layout (location = 0) out vec4 outColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
outColor = texture(samplerColor0, inUV);
|
||||
}
|
||||
Binary file not shown.
@@ -0,0 +1,30 @@
|
||||
#version 450
|
||||
/* Copyright (c) 2020-2024, 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) out vec2 outUV;
|
||||
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
|
||||
gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
|
||||
}
|
||||
Binary file not shown.
@@ -0,0 +1,69 @@
|
||||
#version 450
|
||||
/* Copyright (c) 2020-2024, 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 samplerEnvMap;
|
||||
|
||||
layout (location = 0) in vec2 inUV;
|
||||
layout (location = 1) in vec3 inPos;
|
||||
layout (location = 2) in vec3 inNormal;
|
||||
layout (location = 3) in vec3 inViewVec;
|
||||
layout (location = 4) in vec3 inLightVec;
|
||||
|
||||
layout (location = 0) out vec4 outColor0;
|
||||
layout (location = 1) out vec4 outColor1;
|
||||
|
||||
layout(push_constant) uniform Push_Constants {
|
||||
vec4 offset;
|
||||
vec4 color;
|
||||
int object_type;
|
||||
} push_constants;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color;
|
||||
|
||||
switch (push_constants.object_type) {
|
||||
case 0: // Skysphere
|
||||
{
|
||||
color = texture(samplerEnvMap, vec2(inUV.s, 1.0 - inUV.t));
|
||||
}
|
||||
break;
|
||||
|
||||
case 1: // Phong shading
|
||||
{
|
||||
vec3 ambient = push_constants.color.rgb * vec3(0.5);
|
||||
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) * push_constants.color.rgb;
|
||||
vec3 specular = vec3(pow(max(dot(R, V), 0.0), 8.0));
|
||||
color = vec4(ambient + diffuse + specular, 1.0);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
// Base color into attachment 0
|
||||
outColor0.rgb = color.rgb;
|
||||
|
||||
// Bright parts for bloom into attachment 1
|
||||
float l = dot(outColor0.rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
float threshold = 0.75;
|
||||
outColor1.rgb = (l > threshold) ? outColor0.rgb : vec3(0.0);
|
||||
outColor1.a = 1.0;
|
||||
}
|
||||
Binary file not shown.
@@ -0,0 +1,60 @@
|
||||
#version 450
|
||||
/* Copyright (c) 2020-2024, 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 vec3 inNormal;
|
||||
layout (location = 2) in vec2 inUV;
|
||||
|
||||
layout (binding = 0) uniform UBO {
|
||||
mat4 projection;
|
||||
mat4 modelview;
|
||||
mat4 skybox_modelview;
|
||||
float modelscale;
|
||||
} ubo;
|
||||
|
||||
layout (location = 0) out vec2 outUV;
|
||||
layout (location = 1) out vec3 outPos;
|
||||
layout (location = 2) out vec3 outNormal;
|
||||
layout (location = 3) out vec3 outViewVec;
|
||||
layout (location = 4) out vec3 outLightVec;
|
||||
|
||||
layout(push_constant) uniform Push_Constants {
|
||||
vec4 offset;
|
||||
vec4 color;
|
||||
int object_type;
|
||||
} push_constants;
|
||||
|
||||
void main()
|
||||
{
|
||||
switch(push_constants.object_type) {
|
||||
case 0: // Skysphere
|
||||
outPos = vec3(mat3(ubo.skybox_modelview) * inPos);
|
||||
gl_Position = vec4(ubo.projection * vec4(outPos, 1.0));
|
||||
break;
|
||||
case 1: // Object
|
||||
vec3 localPos = inPos * ubo.modelscale + push_constants.offset.xyz;
|
||||
outPos = vec3(ubo.modelview * vec4(localPos, 1.0));
|
||||
gl_Position = ubo.projection * ubo.modelview * vec4(localPos, 1.0);
|
||||
break;
|
||||
}
|
||||
outUV = inUV;
|
||||
outNormal = mat3(ubo.modelview) * inNormal;
|
||||
vec3 lightPos = mat3(ubo.modelview) * vec3(0.0, -10.0, -10.0);
|
||||
outLightVec = lightPos.xyz - outPos.xyz;
|
||||
outViewVec = -outPos.xyz;
|
||||
}
|
||||
Binary file not shown.
Reference in New Issue
Block a user