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authorTim Foley <tfoley@nvidia.com>2017-06-09 11:34:21 -0700
committerTim Foley <tfoley@nvidia.com>2017-06-09 13:44:59 -0700
commitfcf83dbf9effab3bd98bad2b83b2468b7eb05cfd (patch)
tree41047c94883b86ec085a81597391ce3ef557cd43 /tests/glsl/sascha-willems/instancing/instancing.vert
parent52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff)
Initial import of code.
Diffstat (limited to 'tests/glsl/sascha-willems/instancing/instancing.vert')
-rw-r--r--tests/glsl/sascha-willems/instancing/instancing.vert85
1 files changed, 85 insertions, 0 deletions
diff --git a/tests/glsl/sascha-willems/instancing/instancing.vert b/tests/glsl/sascha-willems/instancing/instancing.vert
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@@ -0,0 +1,85 @@
+#version 450
+//TEST:COMPARE_GLSL:
+
+#extension GL_ARB_separate_shader_objects : enable
+#extension GL_ARB_shading_language_420pack : enable
+
+// Vertex attributes
+layout (location = 0) in vec3 inPos;
+layout (location = 1) in vec3 inNormal;
+layout (location = 2) in vec2 inUV;
+layout (location = 3) in vec3 inColor;
+
+// Instanced attributes
+layout (location = 4) in vec3 instancePos;
+layout (location = 5) in vec3 instanceRot;
+layout (location = 6) in float instanceScale;
+layout (location = 7) in int instanceTexIndex;
+
+layout (binding = 0) uniform UBO
+{
+ mat4 projection;
+ mat4 modelview;
+ vec4 lightPos;
+ float locSpeed;
+ float globSpeed;
+} ubo;
+
+layout (location = 0) out vec3 outNormal;
+layout (location = 1) out vec3 outColor;
+layout (location = 2) out vec3 outUV;
+layout (location = 3) out vec3 outViewVec;
+layout (location = 4) out vec3 outLightVec;
+
+void main()
+{
+ outColor = inColor;
+ outUV = vec3(inUV, instanceTexIndex);
+
+ mat3 mx, my, mz;
+
+ // rotate around x
+ float s = sin(instanceRot.x + ubo.locSpeed);
+ float c = cos(instanceRot.x + ubo.locSpeed);
+
+ mx[0] = vec3(c, s, 0.0);
+ mx[1] = vec3(-s, c, 0.0);
+ mx[2] = vec3(0.0, 0.0, 1.0);
+
+ // rotate around y
+ s = sin(instanceRot.y + ubo.locSpeed);
+ c = cos(instanceRot.y + ubo.locSpeed);
+
+ 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(instanceRot.z + ubo.locSpeed);
+ c = cos(instanceRot.z + ubo.locSpeed);
+
+ mz[0] = vec3(1.0, 0.0, 0.0);
+ mz[1] = vec3(0.0, c, s);
+ mz[2] = vec3(0.0, -s, c);
+
+ mat3 rotMat = mz * my * mx;
+
+ mat4 gRotMat;
+ s = sin(instanceRot.y + ubo.globSpeed);
+ c = cos(instanceRot.y + ubo.globSpeed);
+ 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(inPos.xyz * rotMat, 1.0);
+ vec4 pos = vec4((locPos.xyz * instanceScale) + instancePos, 1.0);
+
+ gl_Position = ubo.projection * ubo.modelview * gRotMat * pos;
+ outNormal = mat3(ubo.modelview * gRotMat) * inverse(rotMat) * inNormal;
+
+ pos = ubo.modelview * vec4(inPos.xyz + instancePos, 1.0);
+ vec3 lPos = mat3(ubo.modelview) * ubo.lightPos.xyz;
+ outLightVec = lPos - pos.xyz;
+ outViewVec = -pos.xyz;
+}