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xsl
2025-09-04 10:54:47 +08:00
commit 6bc8f61b18
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#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 inColor;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = vec4(inColor, 1.0);
}
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#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 vec3 inColor;
layout (binding = 0) uniform UboView
{
mat4 projection;
mat4 view;
} uboView;
layout (binding = 1) uniform UboInstance
{
mat4 model;
} uboInstance;
layout (location = 0) out vec3 outColor;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outColor = inColor;
// To avoid calculating this for every vertex, matrix multiplications could be moved to the CPU-side
mat4 modelView = uboView.view * uboInstance.model;
vec3 worldPos = vec3(modelView * vec4(inPos, 1.0));
gl_Position = uboView.projection * modelView * vec4(inPos.xyz, 1.0);
}
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/* 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 VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Color : COLOR0;
};
float4 main(VSOutput input) : SV_TARGET0
{
return float4(input.Color, 1.0);
}
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/* 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)]] float3 Color : COLOR0;
};
struct UBOView
{
float4x4 projection;
float4x4 view;
};
[[vk::binding(0, 0)]]
ConstantBuffer<UBOView> uboView;
struct UBOInstance
{
float4x4 model;
};
[[vk::binding(1, 0)]]
ConstantBuffer<UBOInstance> uboInstance;
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Color : COLOR0;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput) 0;
output.Color = input.Color;
output.Pos = mul(uboView.projection, mul(uboView.view, mul(uboInstance.model, float4(input.Pos, 1.0))));
return output;
}
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