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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/texture
parent52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff)
Initial import of code.
Diffstat (limited to 'tests/glsl/sascha-willems/texture')
-rw-r--r--tests/glsl/sascha-willems/texture/texture.frag29
-rw-r--r--tests/glsl/sascha-willems/texture/texture.vert45
2 files changed, 74 insertions, 0 deletions
diff --git a/tests/glsl/sascha-willems/texture/texture.frag b/tests/glsl/sascha-willems/texture/texture.frag
new file mode 100644
index 000000000..508f7f69c
--- /dev/null
+++ b/tests/glsl/sascha-willems/texture/texture.frag
@@ -0,0 +1,29 @@
+//TEST:COMPARE_GLSL:
+#version 450
+
+#extension GL_ARB_separate_shader_objects : enable
+#extension GL_ARB_shading_language_420pack : enable
+
+layout (binding = 1) uniform sampler2D samplerColor;
+
+layout (location = 0) in vec2 inUV;
+layout (location = 1) in float inLodBias;
+layout (location = 2) in vec3 inNormal;
+layout (location = 3) in vec3 inViewVec;
+layout (location = 4) in vec3 inLightVec;
+
+layout (location = 0) out vec4 outFragColor;
+
+void main()
+{
+ vec4 color = texture(samplerColor, inUV, inLodBias);
+
+ 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) * vec3(1.0);
+ float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a;
+
+ outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
+} \ No newline at end of file
diff --git a/tests/glsl/sascha-willems/texture/texture.vert b/tests/glsl/sascha-willems/texture/texture.vert
new file mode 100644
index 000000000..9cd64b831
--- /dev/null
+++ b/tests/glsl/sascha-willems/texture/texture.vert
@@ -0,0 +1,45 @@
+//TEST:COMPARE_GLSL:
+#version 450
+
+#extension GL_ARB_separate_shader_objects : enable
+#extension GL_ARB_shading_language_420pack : enable
+
+layout (location = 0) in vec3 inPos;
+layout (location = 1) in vec2 inUV;
+layout (location = 2) in vec3 inNormal;
+
+layout (binding = 0) uniform UBO
+{
+ mat4 projection;
+ mat4 model;
+ vec4 viewPos;
+ float lodBias;
+} ubo;
+
+layout (location = 0) out vec2 outUV;
+layout (location = 1) out float outLodBias;
+layout (location = 2) out vec3 outNormal;
+layout (location = 3) out vec3 outViewVec;
+layout (location = 4) out vec3 outLightVec;
+
+out gl_PerVertex
+{
+ vec4 gl_Position;
+};
+
+void main()
+{
+ outUV = inUV;
+ outLodBias = ubo.lodBias;
+
+ vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
+
+ gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
+
+ vec4 pos = ubo.model * vec4(inPos, 1.0);
+ outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
+ vec3 lightPos = vec3(0.0);
+ vec3 lPos = mat3(ubo.model) * lightPos.xyz;
+ outLightVec = lPos - pos.xyz;
+ outViewVec = ubo.viewPos.xyz - pos.xyz;
+}