Vulkan-Hpp/samples/utils/shaders.hpp

118 lines
2.9 KiB
C++
Raw Normal View History

// 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 "vulkan/vulkan.hpp"
#include <string>
#include <vector>
namespace vk
{
namespace su
{
vk::UniqueShaderModule createShaderModule( vk::UniqueDevice & 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);
}
)";