This commit is contained in:
xsl
2025-09-04 10:54:47 +08:00
commit 6bc8f61b18
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#version 450
/* Copyright (c) 2022-2024, 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.
*/
#extension GL_EXT_nonuniform_qualifier : require
layout (set = 0, binding = 1) uniform sampler2D textures[];
layout (location = 0) in vec2 inUV;
layout (location = 1) flat in int inTexIndex;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = texture(textures[nonuniformEXT(inTexIndex)], inUV);
}
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#version 450
/* Copyright (c) 2022-2024, 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 vec2 inUV;
layout (location = 2) in int inTexIndex;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
} ubo;
layout (location = 0) out vec2 outUV;
layout (location = 1) flat out int outTexIndex;
void main()
{
outUV = inUV;
outTexIndex = inTexIndex;
gl_Position = ubo.projection * ubo.view * 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.
*/
[[vk::binding(1, 0)]]
Texture2D textures[] : register(t1, space0);
[[vk::binding(1, 0)]]
SamplerState samplers[] : register(s1, space0);
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] nointerpolation int TexIndex : TEXCOORD1;
};
float4 main(VSOutput input) : SV_TARGET
{
return textures[NonUniformResourceIndex(input.TexIndex)].Sample(samplers[NonUniformResourceIndex(input.TexIndex)], input.UV);
}
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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)]] float2 UV : TEXCOORD0;
[[vk::location(2)]] int TexIndex : TEXCOORD1;
};
struct UBO
{
float4x4 projection;
float4x4 view;
};
[[vk::binding(0, 0)]]
ConstantBuffer<UBO> ubo : register(b0, space0);
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] nointerpolation int TexIndex : TEXCOORD1;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput) 0;
output.UV = input.UV;
output.TexIndex = input.TexIndex;
output.Pos = mul(ubo.projection, mul(ubo.view, float4(input.Pos.xyz, 1.0)));
return output;
}
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/* Copyright (c) 2025, 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.
*/
[[vk::binding(1, 0)]]
Sampler2D textures[] : register(t1, space0);
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] nointerpolation int TexIndex : TEXCOORD1;
};
[shader("fragment")]
float4 main(VSOutput input) : SV_TARGET
{
return textures[NonUniformResourceIndex(input.TexIndex)].Sample(input.UV);
}
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/* Copyright (c) 2025, 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)]] float2 UV : TEXCOORD0;
[[vk::location(2)]] int TexIndex : TEXCOORD1;
};
struct UBO
{
float4x4 projection;
float4x4 view;
};
[[vk::binding(0, 0)]]
ConstantBuffer<UBO> ubo : register(b0, space0);
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] nointerpolation int TexIndex : TEXCOORD1;
};
[shader("vertex")]
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput) 0;
output.UV = input.UV;
output.TexIndex = input.TexIndex;
output.Pos = mul(ubo.projection, mul(ubo.view, float4(input.Pos.xyz, 1.0)));
return output;
}