This commit is contained in:
xsl
2025-09-04 10:54:47 +08:00
commit 6bc8f61b18
1808 changed files with 208268 additions and 0 deletions
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/* Copyright (c) 2023-2024, Mobica Limited
*
* 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.
*/
#version 450
layout(binding = 1) uniform samplerCube samplerEnvMap;
layout(location = 0) in vec3 inUVW;
layout(location = 0) out vec4 outColor0;
void main()
{
vec4 color;
vec3 normal = normalize(inUVW);
color = texture(samplerEnvMap, normal);
outColor0 = vec4(color.rgb, 1.0);
}
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/* Copyright (c) 2023-2024, Mobica Limited
*
* 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.
*/
#version 450
layout(location = 0) in vec3 inPos;
layout(location = 1) in vec3 inNormal;
layout(binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
}
ubo;
layout(location = 0) out vec3 outUVW;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUVW = inPos;
gl_Position = ubo.projection * vec4(mat3(ubo.view) * (inPos * 10), 1.0);
}
@@ -0,0 +1,44 @@
/* Copyright (c) 2023-2024, Mobica Limited
*
* 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.
*/
#version 450
layout(location = 0) in vec3 inPos;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec4 inColor;
layout(location = 4) in vec3 inLightVec;
layout(location = 5) in vec3 inLightColor[2];
layout(location = 7) in vec3 inViewVec;
layout(location = 8) in float inLightIntensity;
layout(location = 0) out vec4 outColor0;
layout(constant_id = 0) const int type = 0;
void main()
{
float attenuation = 1.0 / dot(inLightVec, inLightVec);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = inLightColor[0] * attenuation * max(dot(N, L), 0) * inLightIntensity;
vec3 ambient = inLightColor[1];
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.65);
outColor0 = vec4((ambient + diffuse) * inColor.rgb + (specular * inLightIntensity / 50), inColor.a);
}
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/* Copyright (c) 2023-2024, Mobica Limited
*
* 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.
*/
#version 450
layout(location = 0) in vec3 inPos;
layout(location = 1) in vec3 inNormal;
layout(binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
}
ubo;
layout(binding = 1) uniform UBOBaseline
{
vec4 ambientLightColor;
vec4 lightPosition;
vec4 lightColor;
float lightIntensity;
}
ubo_baseline;
layout(push_constant) uniform Push_Constants
{
mat4 model;
vec4 color;
}
push_constants;
layout(location = 0) out vec3 outPos;
layout(location = 1) out vec3 outNormal;
layout(location = 2) out vec4 fragColor;
layout(location = 4) out vec3 outLightVec;
layout(location = 5) out vec3 outLightColor[2];
layout(location = 7) out vec3 outViewVec;
layout(location = 8) out float outLightIntensity;
layout(constant_id = 0) const int type = 0;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
fragColor = push_constants.color;
vec4 localPos = ubo.view * push_constants.model * vec4(inPos, 1.0);
gl_Position = ubo.projection * localPos;
outNormal = mat3(ubo.view * push_constants.model) * inNormal;
vec4 positionWorld = push_constants.model * vec4(inPos, 1.0);
outLightVec = ubo_baseline.lightPosition.xyz - positionWorld.xyz;
outLightColor[0] = ubo_baseline.lightColor.xyz * ubo_baseline.lightColor.w;
outLightColor[1] = ubo_baseline.ambientLightColor.xyz * ubo_baseline.ambientLightColor.w;
outViewVec = -localPos.xyz;
outLightIntensity = ubo_baseline.lightIntensity;
}