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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
parent52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff)
Initial import of code.
Diffstat (limited to 'tests/glsl/sascha-willems/instancing')
-rw-r--r--tests/glsl/sascha-willems/instancing/instancing.frag27
-rw-r--r--tests/glsl/sascha-willems/instancing/instancing.vert85
-rw-r--r--tests/glsl/sascha-willems/instancing/planet.frag27
-rw-r--r--tests/glsl/sascha-willems/instancing/planet.vert36
-rw-r--r--tests/glsl/sascha-willems/instancing/starfield.frag35
-rw-r--r--tests/glsl/sascha-willems/instancing/starfield.vert10
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