From 0f6519c2606f2863d9c7ee8b9754b9f23df281ab Mon Sep 17 00:00:00 2001 From: Eleni Maria Stea Date: Thu, 15 Mar 2018 12:53:21 +0200 Subject: [PATCH] now we have UBOs/GLSL450 we can use the same shaders for every backend --- gl_shaders/debug.f.glsl | 8 -------- gl_shaders/debug.v.glsl | 10 --------- gl_shaders/default.f.glsl | 39 ----------------------------------- gl_shaders/default.v.glsl | 31 ---------------------------- gl_shaders/morphing.f.glsl | 34 ------------------------------- gl_shaders/morphing.v.glsl | 44 ---------------------------------------- gl_shaders/sky.f.glsl | 14 ------------- gl_shaders/sky.v.glsl | 19 ------------------ shaders/debug.f.glsl | 8 ++++++++ shaders/debug.v.glsl | 10 +++++++++ shaders/default.f.glsl | 39 +++++++++++++++++++++++++++++++++++ shaders/default.v.glsl | 31 ++++++++++++++++++++++++++++ shaders/morphing.f.glsl | 34 +++++++++++++++++++++++++++++++ shaders/morphing.v.glsl | 44 ++++++++++++++++++++++++++++++++++++++++ shaders/sky.f.glsl | 14 +++++++++++++ shaders/sky.v.glsl | 19 ++++++++++++++++++ src/gfxapi.cc | 4 ++-- vk_shaders/debug.f.glsl | 8 -------- vk_shaders/debug.v.glsl | 10 --------- vk_shaders/default.f.glsl | 48 -------------------------------------------- vk_shaders/default.v.glsl | 29 -------------------------- vk_shaders/morphing.f.glsl | 30 --------------------------- vk_shaders/morphing.v.glsl | 41 ------------------------------------- vk_shaders/sky.f.glsl | 14 ------------- vk_shaders/sky.v.glsl | 16 --------------- 25 files changed, 201 insertions(+), 397 deletions(-) delete mode 100644 gl_shaders/debug.f.glsl delete mode 100644 gl_shaders/debug.v.glsl delete mode 100644 gl_shaders/default.f.glsl delete mode 100644 gl_shaders/default.v.glsl delete mode 100644 gl_shaders/morphing.f.glsl delete mode 100644 gl_shaders/morphing.v.glsl delete mode 100644 gl_shaders/sky.f.glsl delete mode 100644 gl_shaders/sky.v.glsl create mode 100644 shaders/debug.f.glsl create mode 100644 shaders/debug.v.glsl create mode 100644 shaders/default.f.glsl create mode 100644 shaders/default.v.glsl create mode 100644 shaders/morphing.f.glsl create mode 100644 shaders/morphing.v.glsl create mode 100644 shaders/sky.f.glsl create mode 100644 shaders/sky.v.glsl delete mode 100644 vk_shaders/debug.f.glsl delete mode 100644 vk_shaders/debug.v.glsl delete mode 100644 vk_shaders/default.f.glsl delete mode 100644 vk_shaders/default.v.glsl delete mode 100644 vk_shaders/morphing.f.glsl delete mode 100644 vk_shaders/morphing.v.glsl delete mode 100644 vk_shaders/sky.f.glsl delete mode 100644 vk_shaders/sky.v.glsl diff --git a/gl_shaders/debug.f.glsl b/gl_shaders/debug.f.glsl deleted file mode 100644 index 79bdba6..0000000 --- a/gl_shaders/debug.f.glsl +++ /dev/null @@ -1,8 +0,0 @@ -#version 450 - -out vec4 color; - -void main() -{ - color = vec4(1.0, 0.0, 1.0, 1.0); -} diff --git a/gl_shaders/debug.v.glsl b/gl_shaders/debug.v.glsl deleted file mode 100644 index 8ec32dd..0000000 --- a/gl_shaders/debug.v.glsl +++ /dev/null @@ -1,10 +0,0 @@ -#version 450 - -uniform mat4 mmviewproj; - -layout(location = 1) in vec3 attr_pos; - -void main() -{ - gl_Position = mmviewproj * vec4(attr_pos, 1.0); -} diff --git a/gl_shaders/default.f.glsl b/gl_shaders/default.f.glsl deleted file mode 100644 index fe78fbc..0000000 --- a/gl_shaders/default.f.glsl +++ /dev/null @@ -1,39 +0,0 @@ -#version 450 - -#define SHADING_UNIFORMS 1 - -layout(binding = 0) uniform sampler2D tex; -layout(binding = 1) uniform samplerCube dstex; - -layout(std140, binding = SHADING_UNIFORMS) uniform fu { - vec4 diffuse; - vec4 specular; - float shininess; - float fog_density; -} s; - -const vec3 sky_color = vec3(0.35, 0.5, 0.65); -// const float fog_density = 0.005; - -/* varyings */ -layout(location = 4) in vec3 pos; -layout(location = 5) in vec2 tex_coord; -layout(location = 6) in vec3 world_normal; - -layout(location = 0) out vec4 color; - -void main() -{ - vec4 itexel = textureCube(dstex, normalize(world_normal)); - - float dist = -pos.z; - float fog = clamp(exp(-s.fog_density * dist), 0.0, 1.0); - - vec4 texel = texture2D(tex, tex_coord); - - // vec3 object_color = (diffuse.xyz * cdiff * texel.xyz + specular.xyz * cspec) * itexel.xyz; - vec3 object_color = s.diffuse.xyz * texel.xyz * itexel.xyz; - - color.xyz = mix(sky_color, object_color, fog); - color.w = 1.0; -} diff --git a/gl_shaders/default.v.glsl b/gl_shaders/default.v.glsl deleted file mode 100644 index b550308..0000000 --- a/gl_shaders/default.v.glsl +++ /dev/null @@ -1,31 +0,0 @@ -#version 450 - -#define MATRIX_UNIFORMS 0 - -layout(std140, binding = MATRIX_UNIFORMS) uniform vu { - mat4 mview; - uniform mat4 mmviewproj; - uniform mat4 mmod; -} m; - -const vec3 lpos = vec3(-10.0, 100.0, 10.0); - -/* attributes */ -layout(location = 1) in vec3 attr_pos; -layout(location = 2) in vec3 attr_normal; -layout(location = 3) in vec2 attr_tex; - -/* varyings */ -layout(location = 4) out vec3 pos; -layout(location = 5) out vec2 tex_coord; -layout(location = 6) out vec3 world_normal; - -void main() -{ - gl_Position = m.mmviewproj * vec4(attr_pos, 1.0); - - pos = (m.mview * vec4(attr_pos, 1.0)).xyz; - tex_coord = attr_tex; - - world_normal = (m.mmod * vec4(attr_normal, 1.0)).xyz; -} diff --git a/gl_shaders/morphing.f.glsl b/gl_shaders/morphing.f.glsl deleted file mode 100644 index de6dda9..0000000 --- a/gl_shaders/morphing.f.glsl +++ /dev/null @@ -1,34 +0,0 @@ -#version 450 - -#define SHADING_UNIFORMS 1 - -layout(binding = 0) uniform sampler2D tex; -layout(binding = 1) uniform samplerCube dstex; - -layout(std140, binding = SHADING_UNIFORMS) uniform fu { - vec4 diffuse; - vec4 specular; - float shininess; - float fog_density; -} s; - -/* varyings */ -layout(location = 4) in vec3 pos; -layout(location = 5) in vec2 tex_coord; -layout(location = 6) in vec3 world_normal; - -layout(location = 0) out vec4 color; - -const vec3 sky_color = vec3(0.35, 0.5, 0.65); - -void main() -{ - vec4 itexel = textureCube(dstex, normalize(world_normal)); - vec4 texel = texture2D(tex, tex_coord); - vec3 object_color = s.diffuse.xyz * texel.xyz * itexel.xyz; - float dist = -pos.z; - float fog = clamp(exp(-s.fog_density * dist), 0.0, 1.0); - - color.xyz = mix(sky_color, object_color, fog); - color.w = 1.0; -} diff --git a/gl_shaders/morphing.v.glsl b/gl_shaders/morphing.v.glsl deleted file mode 100644 index 80b7e39..0000000 --- a/gl_shaders/morphing.v.glsl +++ /dev/null @@ -1,44 +0,0 @@ -#version 450 - -#define MATRIX_UNIFORMS 0 -#define MORPHING_UNIFORMS 3 - -layout(std140, binding = MATRIX_UNIFORMS) uniform vu { - mat4 mview; - uniform mat4 mmviewproj; - uniform mat4 mmod; -} m; - -layout(std140, binding = MORPHING_UNIFORMS) uniform mvu { - float t; -} time; - -/* attributes */ -layout(location = 1) in vec3 attr_pos; -layout(location = 2) in vec3 attr_normal; -layout(location = 3) in vec2 attr_tex; - -/* varyings */ -layout(location = 4) out vec3 pos; -layout(location = 5) out vec2 tex_coord; -layout(location = 6) out vec3 world_normal; - -const float half_height = 0.855; - -void main() -{ - vec3 sph_pos = normalize(vec3(attr_pos.x, attr_pos.y - half_height, attr_pos.z)); - - vec3 sph_normal = sph_pos; - sph_pos.y += half_height; - - vec3 p = mix(attr_pos, sph_pos, time.t); - vec3 n = mix(attr_normal, sph_normal, time.t); - - gl_Position = m.mmviewproj * vec4(p, 1.0); - - pos = (m.mview * vec4(p, 1.0)).xyz; - - tex_coord = attr_tex; - world_normal = (m.mmod * vec4(attr_normal, 1.0)).xyz; -} diff --git a/gl_shaders/sky.f.glsl b/gl_shaders/sky.f.glsl deleted file mode 100644 index 688da43..0000000 --- a/gl_shaders/sky.f.glsl +++ /dev/null @@ -1,14 +0,0 @@ -#version 450 - -layout(binding = 0) uniform samplerCube stex; - -in vec3 normal; -out vec4 color; - -void main() -{ - vec4 texel = textureCube(stex, normalize(normal)); - - color.rgb = texel.rgb; - color.a = 1.0; -} diff --git a/gl_shaders/sky.v.glsl b/gl_shaders/sky.v.glsl deleted file mode 100644 index f5ba24f..0000000 --- a/gl_shaders/sky.v.glsl +++ /dev/null @@ -1,19 +0,0 @@ -#version 450 - -#define SKY_MATRIX_UNIFORMS 2 - -layout(std140, binding = SKY_MATRIX_UNIFORMS) uniform svu { - mat4 mviewproj; -} s; - - -layout(location = 1) in vec3 attr_pos; -layout(location = 2) in vec3 attr_normal; - -out vec3 normal; - -void main() -{ - gl_Position = s.mviewproj * vec4(attr_pos, 1.0); - normal = attr_normal; -} diff --git a/shaders/debug.f.glsl b/shaders/debug.f.glsl new file mode 100644 index 0000000..79bdba6 --- /dev/null +++ b/shaders/debug.f.glsl @@ -0,0 +1,8 @@ +#version 450 + +out vec4 color; + +void main() +{ + color = vec4(1.0, 0.0, 1.0, 1.0); +} diff --git a/shaders/debug.v.glsl b/shaders/debug.v.glsl new file mode 100644 index 0000000..8ec32dd --- /dev/null +++ b/shaders/debug.v.glsl @@ -0,0 +1,10 @@ +#version 450 + +uniform mat4 mmviewproj; + +layout(location = 1) in vec3 attr_pos; + +void main() +{ + gl_Position = mmviewproj * vec4(attr_pos, 1.0); +} diff --git a/shaders/default.f.glsl b/shaders/default.f.glsl new file mode 100644 index 0000000..fe78fbc --- /dev/null +++ b/shaders/default.f.glsl @@ -0,0 +1,39 @@ +#version 450 + +#define SHADING_UNIFORMS 1 + +layout(binding = 0) uniform sampler2D tex; +layout(binding = 1) uniform samplerCube dstex; + +layout(std140, binding = SHADING_UNIFORMS) uniform fu { + vec4 diffuse; + vec4 specular; + float shininess; + float fog_density; +} s; + +const vec3 sky_color = vec3(0.35, 0.5, 0.65); +// const float fog_density = 0.005; + +/* varyings */ +layout(location = 4) in vec3 pos; +layout(location = 5) in vec2 tex_coord; +layout(location = 6) in vec3 world_normal; + +layout(location = 0) out vec4 color; + +void main() +{ + vec4 itexel = textureCube(dstex, normalize(world_normal)); + + float dist = -pos.z; + float fog = clamp(exp(-s.fog_density * dist), 0.0, 1.0); + + vec4 texel = texture2D(tex, tex_coord); + + // vec3 object_color = (diffuse.xyz * cdiff * texel.xyz + specular.xyz * cspec) * itexel.xyz; + vec3 object_color = s.diffuse.xyz * texel.xyz * itexel.xyz; + + color.xyz = mix(sky_color, object_color, fog); + color.w = 1.0; +} diff --git a/shaders/default.v.glsl b/shaders/default.v.glsl new file mode 100644 index 0000000..b550308 --- /dev/null +++ b/shaders/default.v.glsl @@ -0,0 +1,31 @@ +#version 450 + +#define MATRIX_UNIFORMS 0 + +layout(std140, binding = MATRIX_UNIFORMS) uniform vu { + mat4 mview; + uniform mat4 mmviewproj; + uniform mat4 mmod; +} m; + +const vec3 lpos = vec3(-10.0, 100.0, 10.0); + +/* attributes */ +layout(location = 1) in vec3 attr_pos; +layout(location = 2) in vec3 attr_normal; +layout(location = 3) in vec2 attr_tex; + +/* varyings */ +layout(location = 4) out vec3 pos; +layout(location = 5) out vec2 tex_coord; +layout(location = 6) out vec3 world_normal; + +void main() +{ + gl_Position = m.mmviewproj * vec4(attr_pos, 1.0); + + pos = (m.mview * vec4(attr_pos, 1.0)).xyz; + tex_coord = attr_tex; + + world_normal = (m.mmod * vec4(attr_normal, 1.0)).xyz; +} diff --git a/shaders/morphing.f.glsl b/shaders/morphing.f.glsl new file mode 100644 index 0000000..de6dda9 --- /dev/null +++ b/shaders/morphing.f.glsl @@ -0,0 +1,34 @@ +#version 450 + +#define SHADING_UNIFORMS 1 + +layout(binding = 0) uniform sampler2D tex; +layout(binding = 1) uniform samplerCube dstex; + +layout(std140, binding = SHADING_UNIFORMS) uniform fu { + vec4 diffuse; + vec4 specular; + float shininess; + float fog_density; +} s; + +/* varyings */ +layout(location = 4) in vec3 pos; +layout(location = 5) in vec2 tex_coord; +layout(location = 6) in vec3 world_normal; + +layout(location = 0) out vec4 color; + +const vec3 sky_color = vec3(0.35, 0.5, 0.65); + +void main() +{ + vec4 itexel = textureCube(dstex, normalize(world_normal)); + vec4 texel = texture2D(tex, tex_coord); + vec3 object_color = s.diffuse.xyz * texel.xyz * itexel.xyz; + float dist = -pos.z; + float fog = clamp(exp(-s.fog_density * dist), 0.0, 1.0); + + color.xyz = mix(sky_color, object_color, fog); + color.w = 1.0; +} diff --git a/shaders/morphing.v.glsl b/shaders/morphing.v.glsl new file mode 100644 index 0000000..80b7e39 --- /dev/null +++ b/shaders/morphing.v.glsl @@ -0,0 +1,44 @@ +#version 450 + +#define MATRIX_UNIFORMS 0 +#define MORPHING_UNIFORMS 3 + +layout(std140, binding = MATRIX_UNIFORMS) uniform vu { + mat4 mview; + uniform mat4 mmviewproj; + uniform mat4 mmod; +} m; + +layout(std140, binding = MORPHING_UNIFORMS) uniform mvu { + float t; +} time; + +/* attributes */ +layout(location = 1) in vec3 attr_pos; +layout(location = 2) in vec3 attr_normal; +layout(location = 3) in vec2 attr_tex; + +/* varyings */ +layout(location = 4) out vec3 pos; +layout(location = 5) out vec2 tex_coord; +layout(location = 6) out vec3 world_normal; + +const float half_height = 0.855; + +void main() +{ + vec3 sph_pos = normalize(vec3(attr_pos.x, attr_pos.y - half_height, attr_pos.z)); + + vec3 sph_normal = sph_pos; + sph_pos.y += half_height; + + vec3 p = mix(attr_pos, sph_pos, time.t); + vec3 n = mix(attr_normal, sph_normal, time.t); + + gl_Position = m.mmviewproj * vec4(p, 1.0); + + pos = (m.mview * vec4(p, 1.0)).xyz; + + tex_coord = attr_tex; + world_normal = (m.mmod * vec4(attr_normal, 1.0)).xyz; +} diff --git a/shaders/sky.f.glsl b/shaders/sky.f.glsl new file mode 100644 index 0000000..688da43 --- /dev/null +++ b/shaders/sky.f.glsl @@ -0,0 +1,14 @@ +#version 450 + +layout(binding = 0) uniform samplerCube stex; + +in vec3 normal; +out vec4 color; + +void main() +{ + vec4 texel = textureCube(stex, normalize(normal)); + + color.rgb = texel.rgb; + color.a = 1.0; +} diff --git a/shaders/sky.v.glsl b/shaders/sky.v.glsl new file mode 100644 index 0000000..f5ba24f --- /dev/null +++ b/shaders/sky.v.glsl @@ -0,0 +1,19 @@ +#version 450 + +#define SKY_MATRIX_UNIFORMS 2 + +layout(std140, binding = SKY_MATRIX_UNIFORMS) uniform svu { + mat4 mviewproj; +} s; + + +layout(location = 1) in vec3 attr_pos; +layout(location = 2) in vec3 attr_normal; + +out vec3 normal; + +void main() +{ + gl_Position = s.mviewproj * vec4(attr_pos, 1.0); + normal = attr_normal; +} diff --git a/src/gfxapi.cc b/src/gfxapi.cc index e9f0f73..f50a317 100644 --- a/src/gfxapi.cc +++ b/src/gfxapi.cc @@ -114,9 +114,9 @@ char *gfx_get_shader_path() { switch(api) { case GFX_GL: - return (char *)"gl_shaders"; + return (char *)"shaders"; case GFX_VK: - return (char *)"vk_shaders/spirv"; + return (char *)"shaders/spirv"; } return (char *)""; } diff --git a/vk_shaders/debug.f.glsl b/vk_shaders/debug.f.glsl deleted file mode 100644 index 79bdba6..0000000 --- a/vk_shaders/debug.f.glsl +++ /dev/null @@ -1,8 +0,0 @@ -#version 450 - -out vec4 color; - -void main() -{ - color = vec4(1.0, 0.0, 1.0, 1.0); -} diff --git a/vk_shaders/debug.v.glsl b/vk_shaders/debug.v.glsl deleted file mode 100644 index 8ec32dd..0000000 --- a/vk_shaders/debug.v.glsl +++ /dev/null @@ -1,10 +0,0 @@ -#version 450 - -uniform mat4 mmviewproj; - -layout(location = 1) in vec3 attr_pos; - -void main() -{ - gl_Position = mmviewproj * vec4(attr_pos, 1.0); -} diff --git a/vk_shaders/default.f.glsl b/vk_shaders/default.f.glsl deleted file mode 100644 index 6f3e896..0000000 --- a/vk_shaders/default.f.glsl +++ /dev/null @@ -1,48 +0,0 @@ -#version 450 - -layout(binding = 0) uniform sampler2D tex; -layout(binding = 0) uniform samplerCube dstex; - -layout(std140, binding = 0) uniform shading_state { - vec4 diffuse; - vec4 specular; - float shininess; - float fog_density; -} s; - -layout(location = 0) in vec3 pos; -layout(location = 1) in vec2 tex_coord; -layout(location = 2) in vec3 world_normal; - -// const float fog_density = 0.005; -const vec3 sky_color = vec3(0.35, 0.5, 0.65); - -layout(location = 0) out vec4 color; - -void main() -{ - /*vec4 itexel = textureCube(dstex, normalize(world_normal)); */ - vec4 itexel = texture(dstex, normalize(world_normal)); - -/* vec3 p = normalize(pos); // view space dir - vec3 n = normalize(normal); - vec3 l = normalize(ldir); - - vec3 r = normalize(-reflect(l, n)); - vec3 vdir = normalize(-p); - - float cdiff = max(dot(l, n), 0.0); - float cspec = pow(max(dot(r, vdir), 0.0), shininess); -*/ - - float dist = -pos.z; - float fog = clamp(exp(-s.fog_density * dist), 0.0, 1.0); - - vec4 texel = texture(tex, tex_coord); - - // vec3 object_color = (diffuse.xyz * cdiff * texel.xyz + specular.xyz * cspec) * itexel.xyz; - vec3 object_color = s.diffuse.xyz * texel.xyz * itexel.xyz; - - color.xyz = mix(sky_color, object_color, fog); - color.w = 1.0; -} diff --git a/vk_shaders/default.v.glsl b/vk_shaders/default.v.glsl deleted file mode 100644 index 2548deb..0000000 --- a/vk_shaders/default.v.glsl +++ /dev/null @@ -1,29 +0,0 @@ -#version 450 -//#extension GL_ARB_separate_shader_objects : enable - -layout(std140, binding = 0) uniform matrix_state { - uniform mat4 mview; - uniform mat4 mmviewproj; - uniform mat4 mmod; -} m; - -layout(location = 0) out vec3 pos; -layout(location = 1) out vec2 tex_coord; -layout(location = 2) out vec3 world_normal; - -const vec3 lpos = vec3(-10.0, 100.0, 10.0); - -/* attributes */ -layout(location = 1) in vec3 attr_pos; -layout(location = 2) in vec3 attr_normal; -layout(location = 3) in vec2 attr_tex; - -void main() -{ - gl_Position = m.mmviewproj * vec4(attr_pos, 1.0); - - pos = (m.mview * vec4(attr_pos, 1.0)).xyz; - tex_coord = attr_tex; - - world_normal = (m.mmod * vec4(attr_normal, 1.0)).xyz; -} diff --git a/vk_shaders/morphing.f.glsl b/vk_shaders/morphing.f.glsl deleted file mode 100644 index 25b374a..0000000 --- a/vk_shaders/morphing.f.glsl +++ /dev/null @@ -1,30 +0,0 @@ -#version 450 - -layout(binding = 0) uniform sampler2D tex; -layout(binding = 0) uniform samplerCube dstex; - -layout(std140, binding = 0) uniform shading_state { - vec4 diffuse; - float fog_density; -} s; - -const vec3 sky_color = vec3(0.35, 0.5, 0.65); - -layout(location = 0) in vec3 pos; -layout(location = 1) in vec2 tex_coord; -layout(location = 2) in vec3 world_normal; - -layout(location = 0) out vec4 color; - -void main() -{ - vec4 itexel = texture(dstex, normalize(world_normal)); - vec4 texel = texture(tex, tex_coord); - - vec3 object_color = s.diffuse.xyz * texel.xyz * itexel.xyz; - float dist = -pos.z; - float fog = clamp(exp(-s.fog_density * dist), 0.0, 1.0); - - color.xyz = mix(sky_color, object_color, fog); - color.w = 1.0; -} diff --git a/vk_shaders/morphing.v.glsl b/vk_shaders/morphing.v.glsl deleted file mode 100644 index a93a40f..0000000 --- a/vk_shaders/morphing.v.glsl +++ /dev/null @@ -1,41 +0,0 @@ -#version 450 - -layout(std140, binding = 0) uniform matrix_state { - mat4 mview; - mat4 mmviewproj; - mat4 mmod; - float t; -} m; - -const float half_height = 0.855; - -layout(location = 0) out vec3 pos; -layout(location = 1) out vec2 tex_coord; -layout(location = 2) out vec3 world_normal; - -/* attributes */ -layout(location = 1) in vec3 attr_pos; -layout(location = 2) in vec3 attr_normal; -layout(location = 3) in vec2 attr_tex; - -void main() -{ - vec3 sph_pos = normalize(vec3(attr_pos.x, attr_pos.y - half_height, attr_pos.z)); - - vec3 sph_normal = sph_pos; - sph_pos.y += half_height; - - vec3 p = mix(attr_pos, sph_pos, m.t); - vec3 n = mix(attr_normal, sph_normal, m.t); - - gl_Position = m.mmviewproj * vec4(p, 1.0); - - pos = (m.mview * vec4(p, 1.0)).xyz; - // ldir = (mview * vec4(lpos, 1.0)).xyz; - - // mat3 normal_matrix = mat3(mview); - // normal = normal_matrix * n; - - tex_coord = attr_tex; - world_normal = (m.mmod * vec4(attr_normal, 1.0)).xyz; -} diff --git a/vk_shaders/sky.f.glsl b/vk_shaders/sky.f.glsl deleted file mode 100644 index 07d63d2..0000000 --- a/vk_shaders/sky.f.glsl +++ /dev/null @@ -1,14 +0,0 @@ -#version 450 - -layout(binding = 0) uniform samplerCube stex; - -layout (location = 0) in vec3 normal; -layout (location = 0) out vec4 color; - -void main() -{ - vec4 texel = texture(stex, normalize(normal)); - - color.rgb = texel.rgb; - color.a = 1.0; -} diff --git a/vk_shaders/sky.v.glsl b/vk_shaders/sky.v.glsl deleted file mode 100644 index 6c70245..0000000 --- a/vk_shaders/sky.v.glsl +++ /dev/null @@ -1,16 +0,0 @@ -#version 450 - -layout(binding = 0) uniform matrix_state { - mat4 mviewproj; -} m; - -layout(location = 1) in vec3 attr_pos; -layout(location = 2) in vec3 attr_normal; - -layout(location = 0) out vec3 normal; - -void main() -{ - gl_Position = m.mviewproj * vec4(attr_pos, 1.0); - normal = attr_normal; -} -- 1.7.10.4