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draw_shell.frag.glsl
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/*
* Copyright (c) 2022-2023, 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.
*
* SPDX-FileCopyrightText: Copyright (c) 2022-2023 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 460
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_control_flow_attributes : require
#extension GL_EXT_scalar_block_layout : enable
#extension GL_EXT_shader_16bit_storage : enable
#extension GL_EXT_shader_explicit_arithmetic_types_float16 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int8 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int32 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int16 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : enable
#extension GL_EXT_shader_atomic_int64 : enable
#extension GL_EXT_buffer_reference2 : enable
#extension GL_NV_fragment_shader_barycentric : enable
#include "common.h"
#include "common_mesh.h"
////////////////////////////////////////////////////////////////
layout(scalar, binding = DRAWSTD_UBO_VIEW) uniform sceneBuffer {
SceneData scene;
SceneData sceneLast;
};
layout(scalar, binding = DRAWSTD_SSBO_STATS) coherent buffer statsBuffer {
ShaderStats stats;
};
layout(scalar, binding = DRAWSTD_UBO_MESH) uniform meshBuffer {
MeshData mesh;
};
layout(push_constant) uniform pushDraw {
DrawPushData push;
};
////////////////////////////////////////////////////////////////
layout(location=0) in Interpolants {
float shell;
} IN;
////////////////////////////////////////////////////////////////
layout(location=0,index=0) out vec4 out_Color;
////////////////////////////////////////////////////////////////
void main()
{
out_Color = mix(vec4(0,1,1,1),vec4(1,1,0,1),IN.shell);
}