mirror of
https://github.com/KhronosGroup/Vulkan-Hpp
synced 2024-11-22 04:10:05 +00:00
113 lines
2.7 KiB
C++
113 lines
2.7 KiB
C++
// Copyright(c) 2019, NVIDIA CORPORATION. All rights reserved.
|
|
//
|
|
// Licensed under the Apache License, Version 2.0 (the "License");
|
|
// you may not use this file except in compliance with the License.
|
|
// You may obtain a copy of the License at
|
|
//
|
|
// http://www.apache.org/licenses/LICENSE-2.0
|
|
//
|
|
// Unless required by applicable law or agreed to in writing, software
|
|
// distributed under the License is distributed on an "AS IS" BASIS,
|
|
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
// See the License for the specific language governing permissions and
|
|
// limitations under the License.
|
|
//
|
|
|
|
#include <string>
|
|
#include <vector>
|
|
#include <vulkan/vulkan.hpp>
|
|
|
|
namespace vk
|
|
{
|
|
namespace su
|
|
{
|
|
vk::ShaderModule createShaderModule( vk::Device const & device, vk::ShaderStageFlagBits shaderStage, std::string const & shaderText );
|
|
|
|
bool GLSLtoSPV( const vk::ShaderStageFlagBits shaderType, std::string const & glslShader, std::vector<unsigned int> & spvShader );
|
|
} // namespace su
|
|
} // namespace vk
|
|
|
|
// vertex shader with (P)osition and (C)olor in and (C)olor out
|
|
const std::string vertexShaderText_PC_C = R"(
|
|
#version 400
|
|
|
|
#extension GL_ARB_separate_shader_objects : enable
|
|
#extension GL_ARB_shading_language_420pack : enable
|
|
|
|
layout (std140, binding = 0) uniform buffer
|
|
{
|
|
mat4 mvp;
|
|
} uniformBuffer;
|
|
|
|
layout (location = 0) in vec4 pos;
|
|
layout (location = 1) in vec4 inColor;
|
|
|
|
layout (location = 0) out vec4 outColor;
|
|
|
|
void main()
|
|
{
|
|
outColor = inColor;
|
|
gl_Position = uniformBuffer.mvp * pos;
|
|
}
|
|
)";
|
|
|
|
// vertex shader with (P)osition and (T)exCoord in and (T)exCoord out
|
|
const std::string vertexShaderText_PT_T = R"(
|
|
#version 400
|
|
|
|
#extension GL_ARB_separate_shader_objects : enable
|
|
#extension GL_ARB_shading_language_420pack : enable
|
|
|
|
layout (std140, binding = 0) uniform buffer
|
|
{
|
|
mat4 mvp;
|
|
} uniformBuffer;
|
|
|
|
layout (location = 0) in vec4 pos;
|
|
layout (location = 1) in vec2 inTexCoord;
|
|
|
|
layout (location = 0) out vec2 outTexCoord;
|
|
|
|
void main()
|
|
{
|
|
outTexCoord = inTexCoord;
|
|
gl_Position = uniformBuffer.mvp * pos;
|
|
}
|
|
)";
|
|
|
|
// fragment shader with (C)olor in and (C)olor out
|
|
const std::string fragmentShaderText_C_C = R"(
|
|
#version 400
|
|
|
|
#extension GL_ARB_separate_shader_objects : enable
|
|
#extension GL_ARB_shading_language_420pack : enable
|
|
|
|
layout (location = 0) in vec4 color;
|
|
|
|
layout (location = 0) out vec4 outColor;
|
|
|
|
void main()
|
|
{
|
|
outColor = color;
|
|
}
|
|
)";
|
|
|
|
// fragment shader with (T)exCoord in and (C)olor out
|
|
const std::string fragmentShaderText_T_C = R"(
|
|
#version 400
|
|
|
|
#extension GL_ARB_separate_shader_objects : enable
|
|
#extension GL_ARB_shading_language_420pack : enable
|
|
|
|
layout (binding = 1) uniform sampler2D tex;
|
|
|
|
layout (location = 0) in vec2 inTexCoord;
|
|
|
|
layout (location = 0) out vec4 outColor;
|
|
|
|
void main()
|
|
{
|
|
outColor = texture(tex, inTexCoord);
|
|
}
|
|
)";
|