72 lines
2.1 KiB
GLSL
72 lines
2.1 KiB
GLSL
#version 450
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/* Copyright (c) 2023, Mobica Limited
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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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#extension GL_EXT_fragment_shader_barycentric : require
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layout (binding = 1) uniform sampler2D samplerColorMap;
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layout (location = 0) in pervertexEXT vec3 inColor[];
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layout (location = 0) out vec4 outColor;
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layout( push_constant ) uniform Push_Constants{
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int type;
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} pushConstant;
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void main()
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{
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switch (pushConstant.type) {
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case 0:
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{
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outColor.rgb = inColor[0].rgb * gl_BaryCoordEXT.x +
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inColor[1].rgb * gl_BaryCoordEXT.y +
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inColor[2].rgb * gl_BaryCoordEXT.z;
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outColor.a = 1.0;
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break;
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}
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case 1:
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{
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outColor.rgb = gl_BaryCoordEXT - gl_BaryCoordNoPerspEXT;
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const float exposure = 10.f;
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outColor = vec4(vec3(1.0) - exp(-outColor.rgb * exposure), 1.0);
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break;
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}
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case 2:
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{
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if(gl_BaryCoordEXT.x < 0.01 || gl_BaryCoordEXT.y < 0.01 || gl_BaryCoordEXT.z < 0.01)
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outColor = vec4(0.0, 0.0, 0.0, 1.0);
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else
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outColor = vec4(0.5, 0.5, 0.5, 1.0);
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break;
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}
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case 3:
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{
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if (gl_BaryCoordEXT.x <= gl_BaryCoordEXT.y && gl_BaryCoordEXT.x <= gl_BaryCoordEXT.z)
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outColor = vec4(inColor[0].rgb * gl_BaryCoordEXT.x, 1.0);
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else if (gl_BaryCoordEXT.y < gl_BaryCoordEXT.x && gl_BaryCoordEXT.y <= gl_BaryCoordEXT.z)
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outColor = vec4(inColor[1].rgb * gl_BaryCoordEXT.y, 1.0);
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else
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outColor = vec4(inColor[2].rgb * gl_BaryCoordEXT.z, 1.0);
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break;
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}
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case 4:
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{
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outColor = texture(samplerColorMap, vec2(sin(gl_BaryCoordEXT.x) + cos(2 * gl_BaryCoordEXT.z), sin(gl_BaryCoordEXT.x) + cos(2 * gl_BaryCoordEXT.y)));
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}
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}
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}
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