Initial commit
This is working repository now. I had to clean this up due to my f_ups, that made this simple repo around 200MB large. Signed-off-by: Piotr Krygier <piotrkrygier@everyonecancode@xyz>
This commit is contained in:
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#version 450
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layout(set = 0, binding = 0) uniform sampler2D overlay_tex;
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layout(location = 0) in vec2 uv;
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layout(location = 0) out vec4 out_color;
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void main() {
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out_color = texture(overlay_tex, uv);
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}
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@@ -0,0 +1,13 @@
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#version 450
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layout(location = 0) out vec2 uv;
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vec2 positions[3] = vec2[](
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vec2(-1.0, -1.0),
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vec2(3.0, -1.0),
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vec2(-1.0, 3.0)
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);
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void main() {
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uv = (positions[gl_VertexIndex] + 1.0) * 0.5;
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gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
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}
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@@ -0,0 +1,79 @@
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#version 450
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layout(binding = 0) uniform UniformBufferObject {
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mat4 model;
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mat4 view;
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mat4 proj;
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} ubo;
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#define MAX_INSTANCES 1024
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struct InstanceData
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{
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vec3 pos;
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vec3 rot;
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float scale;
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uint texture_id;
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};
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layout(binding = 1) uniform InstanceUniformBuffer {
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InstanceData instances[MAX_INSTANCES];
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};
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec2 inTexCoord;
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec2 fragTexCoord;
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layout(location = 2) out uint outInstanceTextureId;
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void main()
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{
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InstanceData instance = instances[gl_InstanceIndex];
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mat4 gRotMat;
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mat3 mx, my, mz;
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// rotate around x
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float s = sin(instance.rot.x + 0);
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float c = cos(instance.rot.x + 0);
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mx[0] = vec3(1, 0.0, 0.0);
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mx[1] = vec3(0, c, -s);
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mx[2] = vec3(0.0, s, c);
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// rotate around y
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s = sin(instance.rot.y + 0);
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c = cos(instance.rot.y + 0);
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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(instance.rot.z + 0);
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c = cos(instance.rot.z + 0);
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mz[0] = vec3(c, -s, 0.0);
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mz[1] = vec3(s, c, 0.0);
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mz[2] = vec3(0.0, 0.0, 1);
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mat3 rotMat = mz * my * mx;
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s = sin(instance.rot.y + 0);
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c = cos(instance.rot.y + 0);
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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(inPosition.xyz * rotMat, 1.0);
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vec4 pos = vec4((locPos.xyz * instance.scale) + instance.pos, 1.0);
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gl_Position = ubo.proj * ubo.view * ubo.model * pos;
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fragColor = inColor;
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fragTexCoord = inTexCoord;
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outInstanceTextureId = instance.texture_id;
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}
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@@ -0,0 +1,15 @@
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#version 450
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#extension GL_EXT_nonuniform_qualifier : enable
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layout(set = 0, binding = 2) uniform sampler2D texSampler[];
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layout(location = 0) in vec3 fragColor;
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layout(location = 1) in vec2 fragTexCoord;
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layout(location = 2) in flat uint instanceTextureId;
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layout(location = 0) out vec4 outColor;
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void main() {
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vec4 texturePixels = texture(texSampler[instanceTextureId], fragTexCoord);
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outColor = vec4(fragColor * texturePixels.rgb, texturePixels.a);
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}
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