Add Offscreen Framebuffer support
This commit is contained in:
@@ -0,0 +1,11 @@
|
||||
#version 450
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D texSampler;
|
||||
layout(location = 0) in vec2 fragTexCoord;
|
||||
|
||||
layout(location = 0) out vec4 outColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
outColor = texture(texSampler, fragTexCoord);
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in vec2 inPosition;
|
||||
|
||||
layout(location = 0) out vec2 fragTexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(inPosition* 0.5, 0.999, 1.0);
|
||||
fragTexCoord = inPosition * 0.5 + 0.5;
|
||||
}
|
||||
@@ -10,6 +10,6 @@ layout(location = 3) in vec3 fragLightPos;
|
||||
layout(location = 0) out vec4 outColor;
|
||||
|
||||
void main() {
|
||||
float scale = 0.45 + max(dot(vec3(0, 1, 0), normalize(fragLightPos - fragPosition)), 0.0);
|
||||
outColor = vec4(fragColor, 1.0) * texture(texSampler, fragTexCoord) * scale;
|
||||
float scale = 0.45 + max(dot(vec3(0, 1, 0), normalize(fragLightPos - fragPosition)), 0.0);
|
||||
outColor = vec4(fragColor, 1.0) * texture(texSampler, fragTexCoord) * scale;
|
||||
}
|
||||
|
||||
@@ -2,10 +2,10 @@
|
||||
|
||||
layout(set = 0, binding = 0) uniform SceneUniformBufferObject
|
||||
{
|
||||
mat4 projection;
|
||||
mat4 view;
|
||||
mat4 model;
|
||||
vec3 lightPos;
|
||||
mat4 projection;
|
||||
mat4 view;
|
||||
mat4 model;
|
||||
vec3 lightPos;
|
||||
} ubo;
|
||||
|
||||
layout(location = 0) in vec3 inPosition;
|
||||
@@ -18,9 +18,9 @@ layout(location = 2) out vec3 fragPosition;
|
||||
layout(location = 3) out vec3 fragLightPos;
|
||||
|
||||
void main() {
|
||||
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPosition, 1.0);
|
||||
fragColor = inColor;
|
||||
fragTexCoord = inTexCoord;
|
||||
fragPosition = vec3(ubo.model * vec4(inPosition, 1.0));
|
||||
fragLightPos = ubo.lightPos;
|
||||
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPosition, 1.0);
|
||||
fragColor = inColor;
|
||||
fragTexCoord = inTexCoord;
|
||||
fragPosition = vec3(ubo.model * vec4(inPosition, 1.0));
|
||||
fragLightPos = ubo.lightPos;
|
||||
}
|
||||
Reference in New Issue
Block a user