Add depth buffer
- Add depth testing to swapchain - Add Shader abstraction - Add CommandBuffer abstraction
This commit is contained in:
Binary file not shown.
@@ -1,12 +1,15 @@
|
||||
#version 450
|
||||
|
||||
layout(set = 1, binding = 0) uniform sampler2D texSampler;
|
||||
layout(set = 0, binding = 1) uniform sampler2D texSampler;
|
||||
|
||||
layout(location = 0) in vec3 fragColor;
|
||||
layout(location = 1) in vec2 fragTexCoord;
|
||||
layout(location = 2) in vec3 fragPosition;
|
||||
layout(location = 3) in vec3 fragLightPos;
|
||||
|
||||
layout(location = 0) out vec4 outColor;
|
||||
|
||||
void main() {
|
||||
outColor = vec4(fragColor, 1.0) * texture(texSampler, fragTexCoord);
|
||||
float scale = 0.45 + max(dot(vec3(0, 1, 0), normalize(fragLightPos - fragPosition)), 0.0);
|
||||
outColor = vec4(fragColor, 1.0) * texture(texSampler, fragTexCoord) * scale;
|
||||
}
|
||||
|
||||
@@ -8,15 +8,19 @@ layout(set = 0, binding = 0) uniform SceneUniformBufferObject
|
||||
vec3 lightPos;
|
||||
} ubo;
|
||||
|
||||
layout(location = 0) in vec2 inPosition;
|
||||
layout(location = 0) in vec3 inPosition;
|
||||
layout(location = 1) in vec3 inColor;
|
||||
layout(location = 2) in vec2 inTexCoord;
|
||||
|
||||
layout(location = 0) out vec3 fragColor;
|
||||
layout(location = 1) out vec2 fragTexCoord;
|
||||
layout(location = 2) out vec3 fragPosition;
|
||||
layout(location = 3) out vec3 fragLightPos;
|
||||
|
||||
void main() {
|
||||
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPosition.x, 0.0, inPosition.y, 1.0);
|
||||
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;
|
||||
}
|
||||
Binary file not shown.
Reference in New Issue
Block a user