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:
Piotr Krygier
2022-06-28 09:54:41 +02:00
committed by Piotr Krygier
commit 493afb05e6
56 changed files with 5574 additions and 0 deletions
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#version 450
layout(set = 0, binding = 0) uniform sampler2D overlay_tex;
layout(location = 0) in vec2 uv;
layout(location = 0) out vec4 out_color;
void main() {
out_color = texture(overlay_tex, uv);
}
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#version 450
layout(location = 0) out vec2 uv;
vec2 positions[3] = vec2[](
vec2(-1.0, -1.0),
vec2(3.0, -1.0),
vec2(-1.0, 3.0)
);
void main() {
uv = (positions[gl_VertexIndex] + 1.0) * 0.5;
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
}
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#version 450
layout(binding = 0) uniform UniformBufferObject {
mat4 model;
mat4 view;
mat4 proj;
} ubo;
#define MAX_INSTANCES 1024
struct InstanceData
{
vec3 pos;
vec3 rot;
float scale;
uint texture_id;
};
layout(binding = 1) uniform InstanceUniformBuffer {
InstanceData instances[MAX_INSTANCES];
};
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec2 inTexCoord;
layout(location = 0) out vec3 fragColor;
layout(location = 1) out vec2 fragTexCoord;
layout(location = 2) out uint outInstanceTextureId;
void main()
{
InstanceData instance = instances[gl_InstanceIndex];
mat4 gRotMat;
mat3 mx, my, mz;
// rotate around x
float s = sin(instance.rot.x + 0);
float c = cos(instance.rot.x + 0);
mx[0] = vec3(1, 0.0, 0.0);
mx[1] = vec3(0, c, -s);
mx[2] = vec3(0.0, s, c);
// rotate around y
s = sin(instance.rot.y + 0);
c = cos(instance.rot.y + 0);
my[0] = vec3(c, 0.0, s);
my[1] = vec3(0.0, 1.0, 0.0);
my[2] = vec3(-s, 0.0, c);
// rot around z
s = sin(instance.rot.z + 0);
c = cos(instance.rot.z + 0);
mz[0] = vec3(c, -s, 0.0);
mz[1] = vec3(s, c, 0.0);
mz[2] = vec3(0.0, 0.0, 1);
mat3 rotMat = mz * my * mx;
s = sin(instance.rot.y + 0);
c = cos(instance.rot.y + 0);
gRotMat[0] = vec4(c, 0.0, s, 0.0);
gRotMat[1] = vec4(0.0, 1.0, 0.0, 0.0);
gRotMat[2] = vec4(-s, 0.0, c, 0.0);
gRotMat[3] = vec4(0.0, 0.0, 0.0, 1.0);
vec4 locPos = vec4(inPosition.xyz * rotMat, 1.0);
vec4 pos = vec4((locPos.xyz * instance.scale) + instance.pos, 1.0);
gl_Position = ubo.proj * ubo.view * ubo.model * pos;
fragColor = inColor;
fragTexCoord = inTexCoord;
outInstanceTextureId = instance.texture_id;
}
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#version 450
#extension GL_EXT_nonuniform_qualifier : enable
layout(set = 0, binding = 2) uniform sampler2D texSampler[];
layout(location = 0) in vec3 fragColor;
layout(location = 1) in vec2 fragTexCoord;
layout(location = 2) in flat uint instanceTextureId;
layout(location = 0) out vec4 outColor;
void main() {
vec4 texturePixels = texture(texSampler[instanceTextureId], fragTexCoord);
outColor = vec4(fragColor * texturePixels.rgb, texturePixels.a);
}