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/texturemipmapgen | |
| parent | 52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff) | |
Initial import of code.
Diffstat (limited to 'tests/glsl/sascha-willems/texturemipmapgen')
| -rw-r--r-- | tests/glsl/sascha-willems/texturemipmapgen/texture.frag | 30 | ||||
| -rw-r--r-- | tests/glsl/sascha-willems/texturemipmapgen/texture.vert | 47 |
2 files changed, 77 insertions, 0 deletions
diff --git a/tests/glsl/sascha-willems/texturemipmapgen/texture.frag b/tests/glsl/sascha-willems/texturemipmapgen/texture.frag new file mode 100644 index 000000000..037ed4e30 --- /dev/null +++ b/tests/glsl/sascha-willems/texturemipmapgen/texture.frag @@ -0,0 +1,30 @@ +//TEST:COMPARE_GLSL: +#version 450 + +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_420pack : enable + +layout (set = 0, binding = 1) uniform texture2D textureColor; +layout (set = 0, binding = 2) uniform sampler samplers[3]; + +layout (location = 0) in vec2 inUV; +layout (location = 1) in float inLodBias; +layout (location = 2) flat in int inSamplerIndex; +layout (location = 3) in vec3 inNormal; +layout (location = 4) in vec3 inViewVec; +layout (location = 5) in vec3 inLightVec; + +layout (location = 0) out vec4 outFragColor; + +void main() +{ + vec4 color = texture(sampler2D(textureColor, samplers[inSamplerIndex]), 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), 0.65) * 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/texturemipmapgen/texture.vert b/tests/glsl/sascha-willems/texturemipmapgen/texture.vert new file mode 100644 index 000000000..ed98fc24e --- /dev/null +++ b/tests/glsl/sascha-willems/texturemipmapgen/texture.vert @@ -0,0 +1,47 @@ +//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 view; + mat4 model; + vec4 viewPos; + float lodBias; + int samplerIndex; +} ubo; + +layout (location = 0) out vec2 outUV; +layout (location = 1) out float outLodBias; +layout (location = 2) flat out int outSamplerIndex; +layout (location = 3) out vec3 outNormal; +layout (location = 4) out vec3 outViewVec; +layout (location = 5) out vec3 outLightVec; + +out gl_PerVertex +{ + vec4 gl_Position; +}; + +void main() +{ + outUV = inUV * vec2(2.0, 1.0); + outLodBias = ubo.lodBias; + outSamplerIndex = ubo.samplerIndex; + + vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0)); + + gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0); + + outNormal = mat3(inverse(transpose(ubo.model))) * inNormal; + vec3 lightPos = vec3(-30.0, 0.0, 0.0); + outLightVec = worldPos - lightPos; + outViewVec = ubo.viewPos.xyz - worldPos; +} |
