diff options
Diffstat (limited to 'tests/glsl/sascha-willems/texture3d')
| -rw-r--r-- | tests/glsl/sascha-willems/texture3d/texture3d.frag | 29 | ||||
| -rw-r--r-- | tests/glsl/sascha-willems/texture3d/texture3d.vert | 44 |
2 files changed, 73 insertions, 0 deletions
diff --git a/tests/glsl/sascha-willems/texture3d/texture3d.frag b/tests/glsl/sascha-willems/texture3d/texture3d.frag new file mode 100644 index 000000000..d9464a233 --- /dev/null +++ b/tests/glsl/sascha-willems/texture3d/texture3d.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 sampler3D samplerColor; + +layout (location = 0) in vec3 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); + + 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.r; + + outFragColor = vec4(diffuse * color.r + specular, 1.0); +}
\ No newline at end of file diff --git a/tests/glsl/sascha-willems/texture3d/texture3d.vert b/tests/glsl/sascha-willems/texture3d/texture3d.vert new file mode 100644 index 000000000..1aca0195b --- /dev/null +++ b/tests/glsl/sascha-willems/texture3d/texture3d.vert @@ -0,0 +1,44 @@ +//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 depth; +} ubo; + +layout (location = 0) out vec3 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 = vec3(inUV, ubo.depth); + + 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; +} |
