Created
September 15, 2018 19:05
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#version 450 | |
layout(set = 0, binding = 0) uniform SceneUBO { | |
vec2 dimensions; | |
mat4 model; | |
mat4 view; | |
mat4 projection; | |
}; | |
layout(set = 0, binding = 1) uniform sampler2D screen_sampler; | |
layout(set = 0, binding = 2) uniform sampler2D tex; | |
layout(set = 1, binding = 0) uniform NodeUBO { | |
mat4 matrix; | |
}; | |
layout(set = 2, binding = 0) uniform MaterialUBO { | |
vec4 base_color_factor; | |
float metallic_factor; | |
float roughness_factor; | |
}; | |
layout(set = 2, binding = 1) uniform sampler2D base_color_texture; | |
layout(location = 0) in vec4 f_homogeneous_position; | |
layout(location = 1) in vec2 f_tex_coord; | |
layout(location = 0) out vec4 out_color; | |
void main() { | |
vec2 uv = gl_FragCoord.xy / dimensions; | |
out_color = 0.0.xxxx | |
/* + texture(base_color_texture, uv) */ | |
/* + vec4(f_homogeneous_position.xyz / f_homogeneous_position.w, 1.0); */ | |
/* + texture(screen_sampler, uv) */ | |
+ texture(base_color_texture, vec2(f_tex_coord)) | |
+ 0.0.xxxx; | |
} |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#version 450 | |
layout(set = 0, binding = 0) uniform SceneUBO { | |
vec2 dimensions; | |
mat4 model; | |
mat4 view; | |
mat4 projection; | |
}; | |
layout(set = 1, binding = 0) uniform NodeUBO { | |
mat4 matrix; | |
}; | |
layout(location = 0) in vec3 position; | |
layout(location = 1) in vec2 tex_coord; | |
layout(location = 0) out vec4 f_homogeneous_position; | |
layout(location = 1) out vec2 f_tex_coord; | |
void main() { | |
/* gl_Position = vec4(position, 1.0); */ | |
gl_Position = projection * view * model * matrix * vec4(position, 1.0); | |
/* gl_Position = projection * view * model * vec4(position, 1.0); */ | |
f_tex_coord = tex_coord; | |
f_homogeneous_position = gl_Position; | |
} |
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