diff options
| author | Tim Foley <tfoley@nvidia.com> | 2017-06-09 11:34:21 -0700 |
|---|---|---|
| committer | Tim Foley <tfoley@nvidia.com> | 2017-06-09 13:44:59 -0700 |
| commit | fcf83dbf9effab3bd98bad2b83b2468b7eb05cfd (patch) | |
| tree | 41047c94883b86ec085a81597391ce3ef557cd43 /tests/glsl/sascha-willems/instancing | |
| parent | 52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff) | |
Initial import of code.
Diffstat (limited to 'tests/glsl/sascha-willems/instancing')
| -rw-r--r-- | tests/glsl/sascha-willems/instancing/instancing.frag | 27 | ||||
| -rw-r--r-- | tests/glsl/sascha-willems/instancing/instancing.vert | 85 | ||||
| -rw-r--r-- | tests/glsl/sascha-willems/instancing/planet.frag | 27 | ||||
| -rw-r--r-- | tests/glsl/sascha-willems/instancing/planet.vert | 36 | ||||
| -rw-r--r-- | tests/glsl/sascha-willems/instancing/starfield.frag | 35 | ||||
| -rw-r--r-- | tests/glsl/sascha-willems/instancing/starfield.vert | 10 |
6 files changed, 220 insertions, 0 deletions
diff --git a/tests/glsl/sascha-willems/instancing/instancing.frag b/tests/glsl/sascha-willems/instancing/instancing.frag new file mode 100644 index 000000000..cdec8971b --- /dev/null +++ b/tests/glsl/sascha-willems/instancing/instancing.frag @@ -0,0 +1,27 @@ +#version 450 +//TEST:COMPARE_GLSL: + +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_420pack : enable + +layout (binding = 1) uniform sampler2DArray samplerArray; + +layout (location = 0) in vec3 inNormal; +layout (location = 1) in vec3 inColor; +layout (location = 2) in vec3 inUV; +layout (location = 3) in vec3 inViewVec; +layout (location = 4) in vec3 inLightVec; + +layout (location = 0) out vec4 outFragColor; + +void main() +{ + vec4 color = texture(samplerArray, inUV) * vec4(inColor, 1.0); + vec3 N = normalize(inNormal); + vec3 L = normalize(inLightVec); + vec3 V = normalize(inViewVec); + vec3 R = reflect(-L, N); + vec3 diffuse = max(dot(N, L), 0.1) * inColor; + vec3 specular = (dot(N,L) > 0.0) ? pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75) * color.r : vec3(0.0); + outFragColor = vec4(diffuse * color.rgb + specular, 1.0); +}
\ No newline at end of file diff --git a/tests/glsl/sascha-willems/instancing/instancing.vert b/tests/glsl/sascha-willems/instancing/instancing.vert new file mode 100644 index 000000000..9f7516453 --- /dev/null +++ b/tests/glsl/sascha-willems/instancing/instancing.vert @@ -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; +} diff --git a/tests/glsl/sascha-willems/instancing/planet.frag b/tests/glsl/sascha-willems/instancing/planet.frag new file mode 100644 index 000000000..eb6d19242 --- /dev/null +++ b/tests/glsl/sascha-willems/instancing/planet.frag @@ -0,0 +1,27 @@ +#version 450 +//TEST:COMPARE_GLSL: + +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_420pack : enable + +layout (binding = 1) uniform sampler2D samplerColorMap; + +layout (location = 0) in vec3 inNormal; +layout (location = 1) in vec3 inColor; +layout (location = 2) in vec2 inUV; +layout (location = 3) in vec3 inViewVec; +layout (location = 4) in vec3 inLightVec; + +layout (location = 0) out vec4 outFragColor; + +void main() +{ + vec4 color = texture(samplerColorMap, inUV) * vec4(inColor, 1.0) * 1.5; + vec3 N = normalize(inNormal); + vec3 L = normalize(inLightVec); + vec3 V = normalize(inViewVec); + vec3 R = reflect(-L, N); + vec3 diffuse = max(dot(N, L), 0.0) * inColor; + vec3 specular = pow(max(dot(R, V), 0.0), 4.0) * vec3(0.5) * color.r; + outFragColor = vec4(diffuse * color.rgb + specular, 1.0); +}
\ No newline at end of file diff --git a/tests/glsl/sascha-willems/instancing/planet.vert b/tests/glsl/sascha-willems/instancing/planet.vert new file mode 100644 index 000000000..ad0177933 --- /dev/null +++ b/tests/glsl/sascha-willems/instancing/planet.vert @@ -0,0 +1,36 @@ +#version 450 +//TEST:COMPARE_GLSL: + +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_420pack : enable + +layout (location = 0) in vec3 inPos; +layout (location = 1) in vec3 inNormal; +layout (location = 2) in vec2 inUV; +layout (location = 3) in vec3 inColor; + +layout (binding = 0) uniform UBO +{ + mat4 projection; + mat4 modelview; + vec4 lightPos; +} ubo; + +layout (location = 0) out vec3 outNormal; +layout (location = 1) out vec3 outColor; +layout (location = 2) out vec2 outUV; +layout (location = 3) out vec3 outViewVec; +layout (location = 4) out vec3 outLightVec; + +void main() +{ + outColor = inColor; + outUV = inUV * vec2(10.0, 6.0); + gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0); + + vec4 pos = ubo.modelview * vec4(inPos, 1.0); + outNormal = mat3(ubo.modelview) * inNormal; + vec3 lPos = mat3(ubo.modelview) * ubo.lightPos.xyz; + outLightVec = lPos - pos.xyz; + outViewVec = -pos.xyz; +}
\ No newline at end of file diff --git a/tests/glsl/sascha-willems/instancing/starfield.frag b/tests/glsl/sascha-willems/instancing/starfield.frag new file mode 100644 index 000000000..bb4c2823a --- /dev/null +++ b/tests/glsl/sascha-willems/instancing/starfield.frag @@ -0,0 +1,35 @@ +#version 450 +//TEST:COMPARE_GLSL: + +layout (location = 0) in vec3 inUVW; + +layout (location = 0) out vec4 outFragColor; + +#define HASHSCALE3 vec3(443.897, 441.423, 437.195) +#define STARFREQUENCY 0.01 + +// Hash function by Dave Hoskins (https://www.shadertoy.com/view/4djSRW) +float hash33(vec3 p3) +{ + p3 = fract(p3 * HASHSCALE3); + p3 += dot(p3, p3.yxz+vec3(19.19)); + return fract((p3.x + p3.y)*p3.z + (p3.x+p3.z)*p3.y + (p3.y+p3.z)*p3.x); +} + +vec3 starField(vec3 pos) +{ + vec3 color = vec3(0.0); + float threshhold = (1.0 - STARFREQUENCY); + float rnd = hash33(pos); + if (rnd >= threshhold) + { + float starCol = pow((rnd - threshhold) / (1.0 - threshhold), 16.0); + color += vec3(starCol); + } + return color; +} + +void main() +{ + outFragColor = vec4(starField(inUVW), 1.0); +}
\ No newline at end of file diff --git a/tests/glsl/sascha-willems/instancing/starfield.vert b/tests/glsl/sascha-willems/instancing/starfield.vert new file mode 100644 index 000000000..82721aefd --- /dev/null +++ b/tests/glsl/sascha-willems/instancing/starfield.vert @@ -0,0 +1,10 @@ +#version 450 +//TEST:COMPARE_GLSL: + +layout (location = 0) out vec3 outUVW; + +void main() +{ + outUVW = vec3((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2, gl_VertexIndex & 2); + gl_Position = vec4(outUVW.st * 2.0f - 1.0f, 0.0f, 1.0f); +}
\ No newline at end of file |
