init
This commit is contained in:
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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 sampler2DArray samplerArray;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec3 inUV;
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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(samplerArray, inUV) * vec4(inColor, 1.0);
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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), 0.1) * inColor;
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vec3 specular = (dot(N,L) > 0.0) ? pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75) * color.r : vec3(0.0);
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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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precision highp float;
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// Vertex attributes
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec2 inUV;
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// Instanced attributes
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layout (location = 3) in vec3 instancePos;
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layout (location = 4) in vec3 instanceRot;
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layout (location = 5) in float instanceScale;
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layout (location = 6) in int instanceTexIndex;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 modelview;
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vec4 lightPos;
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float locSpeed;
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float globSpeed;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec3 outUV;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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void main()
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{
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outColor = vec3(1.0);
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outUV = vec3(inUV, instanceTexIndex);
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mat3 mx, my, mz;
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// rotate around x
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float s = sin(instanceRot.x + ubo.locSpeed);
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float c = cos(instanceRot.x + ubo.locSpeed);
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mx[0] = vec3(c, s, 0.0);
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mx[1] = vec3(-s, c, 0.0);
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mx[2] = vec3(0.0, 0.0, 1.0);
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// rotate around y
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s = sin(instanceRot.y + ubo.locSpeed);
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c = cos(instanceRot.y + ubo.locSpeed);
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my[0] = vec3(c, 0.0, s);
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my[1] = vec3(0.0, 1.0, 0.0);
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my[2] = vec3(-s, 0.0, c);
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// rot around z
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s = sin(instanceRot.z + ubo.locSpeed);
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c = cos(instanceRot.z + ubo.locSpeed);
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mz[0] = vec3(1.0, 0.0, 0.0);
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mz[1] = vec3(0.0, c, s);
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mz[2] = vec3(0.0, -s, c);
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mat3 rotMat = mz * my * mx;
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mat4 gRotMat;
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s = sin(instanceRot.y + ubo.globSpeed);
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c = cos(instanceRot.y + ubo.globSpeed);
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gRotMat[0] = vec4(c, 0.0, s, 0.0);
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gRotMat[1] = vec4(0.0, 1.0, 0.0, 0.0);
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gRotMat[2] = vec4(-s, 0.0, c, 0.0);
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gRotMat[3] = vec4(0.0, 0.0, 0.0, 1.0);
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vec4 locPos = vec4(inPos.xyz * rotMat, 1.0);
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vec4 pos = vec4((locPos.xyz * instanceScale) + instancePos, 1.0);
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gl_Position = ubo.projection * ubo.modelview * gRotMat * pos;
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outNormal = mat3(ubo.modelview * gRotMat) * inverse(rotMat) * inNormal;
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pos = ubo.modelview * vec4(inPos.xyz + instancePos, 1.0);
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vec3 lPos = mat3(ubo.modelview) * ubo.lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = -pos.xyz;
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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.
|
||||
* 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 samplerColorMap;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec2 inUV;
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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(samplerColorMap, inUV) * vec4(inColor, 1.0) * 1.5;
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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) * inColor;
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vec3 specular = pow(max(dot(R, V), 0.0), 4.0) * vec3(0.5) * color.r;
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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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* http://www.apache.org/licenses/LICENSE-2.0
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*
|
||||
* 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.
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*/
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec2 inUV;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 modelview;
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vec4 lightPos;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec2 outUV;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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void main()
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{
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outColor = vec3(1.0f);
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outUV = inUV * vec2(10.0, 6.0);
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gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
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vec4 pos = ubo.modelview * vec4(inPos, 1.0);
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outNormal = mat3(ubo.modelview) * inNormal;
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vec3 lPos = mat3(ubo.modelview) * ubo.lightPos.xyz;
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outLightVec = lPos - pos.xyz;
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outViewVec = -pos.xyz;
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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.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* 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
|
||||
* 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.
|
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*/
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layout (location = 0) in vec3 inUVW;
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layout (location = 0) out vec4 outFragColor;
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#define HASHSCALE3 vec3(443.897, 441.423, 437.195)
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#define STARFREQUENCY 0.01
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// Hash function by Dave Hoskins (https://www.shadertoy.com/view/4djSRW)
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float hash33(vec3 p3)
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{
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p3 = fract(p3 * HASHSCALE3);
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p3 += dot(p3, p3.yxz+vec3(19.19));
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return fract((p3.x + p3.y)*p3.z + (p3.x+p3.z)*p3.y + (p3.y+p3.z)*p3.x);
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}
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vec3 starField(vec3 pos)
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{
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vec3 color = vec3(0.0);
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float threshhold = (1.0 - STARFREQUENCY);
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float rnd = hash33(pos);
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if (rnd >= threshhold)
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{
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float starCol = pow((rnd - threshhold) / (1.0 - threshhold), 16.0);
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color += vec3(starCol);
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}
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return color;
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}
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void main()
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{
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outFragColor = vec4(starField(inUVW), 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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*
|
||||
* 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
|
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*
|
||||
* 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.
|
||||
*/
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layout (location = 0) out vec3 outUVW;
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void main()
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{
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outUVW = vec3((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outUVW.st * 2.0f - 1.0f, 0.0f, 1.0f);
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}
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@@ -0,0 +1,40 @@
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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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*
|
||||
* 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.
|
||||
*/
|
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Texture2DArray textureArray : register(t1);
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SamplerState samplerArray : register(s1);
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struct VSOutput
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{
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float3 UV : TEXCOORD0;
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[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(4)]] float3 LightVec : TEXCOORD2;
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};
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float4 main(VSOutput input) : SV_TARGET
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{
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float4 color = textureArray.Sample(samplerArray, input.UV) * float4(input.Color, 1.0);
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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), 0.1) * input.Color;
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float3 specular = (dot(N, L) > 0.0) ? pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75) * color.r : float3(0.0, 0.0, 0.0);
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return float4(diffuse * color.rgb + specular, 1.0);
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}
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@@ -0,0 +1,113 @@
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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
|
||||
{
|
||||
// Vertex attributes
|
||||
[[vk::location(0)]] float3 Pos : POSITION0;
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||||
[[vk::location(1)]] float3 Normal : NORMAL0;
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||||
[[vk::location(2)]] float2 UV : TEXCOORD0;
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||||
|
||||
// Instanced attributes
|
||||
[[vk::location(3)]] float3 instancePos : POSITION1;
|
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[[vk::location(4)]] float3 instanceRot : TEXCOORD1;
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||||
[[vk::location(5)]] float instanceScale : TEXCOORD2;
|
||||
[[vk::location(6)]] int instanceTexIndex : TEXCOORD3;
|
||||
};
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||||
|
||||
struct UBO
|
||||
{
|
||||
float4x4 projection;
|
||||
float4x4 modelview;
|
||||
float4 lightPos;
|
||||
float locSpeed;
|
||||
float globSpeed;
|
||||
};
|
||||
[[vk::binding(0, 0)]]
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||||
ConstantBuffer<UBO> ubo : register(b0);
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||||
|
||||
struct VSOutput
|
||||
{
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||||
float4 Pos : SV_POSITION;
|
||||
[[vk::location(0)]] float3 Normal : NORMAL0;
|
||||
[[vk::location(1)]] float3 Color : COLOR0;
|
||||
[[vk::location(2)]] float3 UV : TEXCOORD0;
|
||||
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
|
||||
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
|
||||
};
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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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||||
output.Color = float3(1.0, 1.0, 1.0);
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||||
output.UV = float3(input.UV, input.instanceTexIndex);
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||||
|
||||
// rotate around x
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||||
float s = sin(input.instanceRot.x + ubo.locSpeed);
|
||||
float c = cos(input.instanceRot.x + ubo.locSpeed);
|
||||
|
||||
float3x3 mx =
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{
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||||
c, -s, 0.0,
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||||
s, c, 0.0,
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||||
0.0, 0.0, 1.0
|
||||
};
|
||||
|
||||
// rotate around y
|
||||
s = sin(input.instanceRot.y + ubo.locSpeed);
|
||||
c = cos(input.instanceRot.y + ubo.locSpeed);
|
||||
|
||||
float3x3 my =
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||||
{
|
||||
c, 0.0, -s,
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||||
0.0, 1.0, 0.0,
|
||||
s, 0.0, c
|
||||
};
|
||||
|
||||
// rot around z
|
||||
s = sin(input.instanceRot.z + ubo.locSpeed);
|
||||
c = cos(input.instanceRot.z + ubo.locSpeed);
|
||||
|
||||
float3x3 mz =
|
||||
{
|
||||
1.0, 0.0, 0.0,
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||||
0.0, c, -s,
|
||||
0.0, s, c
|
||||
};
|
||||
|
||||
float3x3 rotMat = mul(mz, mul(my, mx));
|
||||
|
||||
float4x4 gRotMat;
|
||||
s = sin(input.instanceRot.y + ubo.globSpeed);
|
||||
c = cos(input.instanceRot.y + ubo.globSpeed);
|
||||
gRotMat[0] = float4(c, 0.0, -s, 0.0);
|
||||
gRotMat[1] = float4(0.0, 1.0, 0.0, 0.0);
|
||||
gRotMat[2] = float4(s, 0.0, c, 0.0);
|
||||
gRotMat[3] = float4(0.0, 0.0, 0.0, 1.0);
|
||||
|
||||
float4 locPos = float4(mul(rotMat, input.Pos.xyz), 1.0);
|
||||
float4 pos = float4((locPos.xyz * input.instanceScale) + input.instancePos, 1.0);
|
||||
|
||||
output.Pos = mul(ubo.projection, mul(ubo.modelview, mul(gRotMat, pos)));
|
||||
output.Normal = mul((float3x3) mul(ubo.modelview, gRotMat), mul(rotMat, input.Normal));
|
||||
|
||||
pos = mul(ubo.modelview, float4(input.Pos.xyz + input.instancePos, 1.0));
|
||||
float3 lPos = mul((float3x3) ubo.modelview, ubo.lightPos.xyz);
|
||||
output.LightVec = lPos - pos.xyz;
|
||||
output.ViewVec = -pos.xyz;
|
||||
return output;
|
||||
}
|
||||
Binary file not shown.
@@ -0,0 +1,40 @@
|
||||
/* 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.
|
||||
*/
|
||||
|
||||
Texture2D textureColorMap : register(t1);
|
||||
SamplerState samplerColorMap : register(s1);
|
||||
|
||||
struct VSOutput
|
||||
{
|
||||
[[vk::location(0)]] float3 Normal : NORMAL0;
|
||||
[[vk::location(1)]] float3 Color : COLOR0;
|
||||
[[vk::location(2)]] float2 UV : TEXCOORD0;
|
||||
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
|
||||
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
|
||||
};
|
||||
|
||||
float4 main(VSOutput input) : SV_TARGET
|
||||
{
|
||||
float4 color = textureColorMap.Sample(samplerColorMap, input.UV) * float4(input.Color, 1.0) * 1.5;
|
||||
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) * input.Color;
|
||||
float3 specular = pow(max(dot(R, V), 0.0), 4.0) * float3(0.5, 0.5, 0.5) * color.r;
|
||||
return float4(diffuse * color.rgb + specular, 1.0);
|
||||
}
|
||||
Binary file not shown.
@@ -0,0 +1,57 @@
|
||||
/* 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 Normal : NORMAL0;
|
||||
[[vk::location(2)]] float2 UV : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct UBO
|
||||
{
|
||||
float4x4 projection;
|
||||
float4x4 modelview;
|
||||
float4 lightPos;
|
||||
};
|
||||
[[vk::binding(0, 0)]]
|
||||
ConstantBuffer<UBO> ubo : register(b0);
|
||||
|
||||
struct VSOutput
|
||||
{
|
||||
float4 Pos : SV_POSITION;
|
||||
[[vk::location(0)]] float3 Normal : NORMAL0;
|
||||
[[vk::location(1)]] float3 Color : COLOR0;
|
||||
[[vk::location(2)]] float2 UV : TEXCOORD0;
|
||||
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
|
||||
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
|
||||
};
|
||||
|
||||
VSOutput main(VSInput input)
|
||||
{
|
||||
VSOutput output = (VSOutput) 0;
|
||||
output.Color = float3(1.0, 1.0, 1.0);
|
||||
output.UV = input.UV * float2(10.0, 6.0);
|
||||
output.Pos = mul(ubo.projection, mul(ubo.modelview, float4(input.Pos.xyz, 1.0)));
|
||||
|
||||
float4 pos = mul(ubo.modelview, float4(input.Pos, 1.0));
|
||||
output.Normal = mul((float3x3) ubo.modelview, input.Normal);
|
||||
float3 lPos = mul((float3x3) ubo.modelview, ubo.lightPos.xyz);
|
||||
output.LightVec = lPos - pos.xyz;
|
||||
output.ViewVec = -pos.xyz;
|
||||
return output;
|
||||
}
|
||||
Binary file not shown.
@@ -0,0 +1,45 @@
|
||||
/* 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.
|
||||
*/
|
||||
|
||||
#define HASHSCALE3 float3(443.897, 441.423, 437.195)
|
||||
#define STARFREQUENCY 0.01
|
||||
|
||||
// Hash function by Dave Hoskins (https://www.shadertoy.com/view/4djSRW)
|
||||
float hash33(float3 p3)
|
||||
{
|
||||
p3 = frac(p3 * HASHSCALE3);
|
||||
p3 += dot(p3, p3.yxz + float3(19.19, 19.19, 19.19));
|
||||
return frac((p3.x + p3.y) * p3.z + (p3.x + p3.z) * p3.y + (p3.y + p3.z) * p3.x);
|
||||
}
|
||||
|
||||
float3 starField(float3 pos)
|
||||
{
|
||||
float3 color = float3(0.0, 0.0, 0.0);
|
||||
float threshhold = (1.0 - STARFREQUENCY);
|
||||
float rnd = hash33(pos);
|
||||
if (rnd >= threshhold)
|
||||
{
|
||||
float starCol = pow((rnd - threshhold) / (1.0 - threshhold), 16.0);
|
||||
color += starCol.xxx;
|
||||
}
|
||||
return color;
|
||||
}
|
||||
|
||||
float4 main([[vk::location(0)]] float3 inUVW : TEXCOORD0) : SV_TARGET
|
||||
{
|
||||
return float4(starField(inUVW), 1.0);
|
||||
}
|
||||
Binary file not shown.
@@ -0,0 +1,30 @@
|
||||
/* 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 UVW : TEXCOORD0;
|
||||
};
|
||||
|
||||
VSOutput main(uint VertexIndex : SV_VertexID)
|
||||
{
|
||||
VSOutput output = (VSOutput) 0;
|
||||
output.UVW = float3((VertexIndex << 1) & 2, VertexIndex & 2, VertexIndex & 2);
|
||||
output.Pos = float4(output.UVW.xy * 2.0f - 1.0f, 0.0f, 1.0f);
|
||||
return output;
|
||||
}
|
||||
Binary file not shown.
Reference in New Issue
Block a user