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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/sphericalenvmapping
parent52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff)
Initial import of code.
Diffstat (limited to 'tests/glsl/sascha-willems/sphericalenvmapping')
-rw-r--r--tests/glsl/sascha-willems/sphericalenvmapping/sem.frag23
-rw-r--r--tests/glsl/sascha-willems/sphericalenvmapping/sem.vert35
2 files changed, 58 insertions, 0 deletions
diff --git a/tests/glsl/sascha-willems/sphericalenvmapping/sem.frag b/tests/glsl/sascha-willems/sphericalenvmapping/sem.frag
new file mode 100644
index 000000000..6735ee03c
--- /dev/null
+++ b/tests/glsl/sascha-willems/sphericalenvmapping/sem.frag
@@ -0,0 +1,23 @@
+//TEST:COMPARE_GLSL:
+#version 450
+
+#extension GL_ARB_separate_shader_objects : enable
+#extension GL_ARB_shading_language_420pack : enable
+
+layout (binding = 1) uniform sampler2DArray matCap;
+
+layout (location = 0) in vec3 inColor;
+layout (location = 1) in vec3 inEyePos;
+layout (location = 2) in vec3 inNormal;
+layout (location = 3) in flat int inTexIndex;
+
+layout (location = 0) out vec4 outFragColor;
+
+void main()
+{
+ vec3 r = reflect( inEyePos, inNormal );
+ vec3 r2 = vec3( r.x, r.y, r.z + 1.0 );
+ float m = 2.0 * length( r2 );
+ vec2 vN = r.xy / m + .5;
+ outFragColor = vec4( texture( matCap, vec3(vN, inTexIndex)).rgb * (clamp(inColor.r * 2, 0.0, 1.0)), 1.0 );
+}
diff --git a/tests/glsl/sascha-willems/sphericalenvmapping/sem.vert b/tests/glsl/sascha-willems/sphericalenvmapping/sem.vert
new file mode 100644
index 000000000..bb94e3f0e
--- /dev/null
+++ b/tests/glsl/sascha-willems/sphericalenvmapping/sem.vert
@@ -0,0 +1,35 @@
+//TEST:COMPARE_GLSL:
+#version 450
+
+#extension GL_ARB_separate_shader_objects : enable
+#extension GL_ARB_shading_language_420pack : enable
+
+layout (location = 0) in vec4 inPos;
+layout (location = 1) in vec3 inNormal;
+layout (location = 3) in vec3 inColor;
+
+layout (binding = 0) uniform UBO
+{
+ mat4 projection;
+ mat4 model;
+ mat4 normal;
+ mat4 view;
+ int texIndex;
+} ubo;
+
+layout (location = 0) out vec3 outColor;
+layout (location = 1) out vec3 outEyePos;
+layout (location = 2) out vec3 outNormal;
+layout (location = 3) out flat int outTexIndex;
+
+void main()
+{
+ outColor = inColor;
+ mat4 modelView = ubo.view * ubo.model;
+ outEyePos = normalize( vec3( modelView * inPos ) );
+ outTexIndex = ubo.texIndex;
+ outNormal = normalize( mat3(ubo.normal) * inNormal );
+ vec3 r = reflect( outEyePos, outNormal );
+ float m = 2.0 * sqrt( pow(r.x, 2.0) + pow(r.y, 2.0) + pow(r.z + 1.0, 2.0));
+ gl_Position = ubo.projection * modelView * inPos;
+}