2019-03-15 09:40:45 +00:00
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// Copyright(c) 2019, NVIDIA CORPORATION. All rights reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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#include "vulkan/vulkan.hpp"
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2020-04-12 19:49:12 +00:00
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2019-03-15 09:40:45 +00:00
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#include <string>
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#include <vector>
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namespace vk
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{
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namespace su
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{
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2020-04-12 19:49:12 +00:00
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vk::UniqueShaderModule createShaderModule( vk::UniqueDevice & device,
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vk::ShaderStageFlagBits shaderStage,
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std::string const & shaderText );
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2019-03-15 09:40:45 +00:00
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2020-04-12 19:49:12 +00:00
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bool GLSLtoSPV( const vk::ShaderStageFlagBits shaderType,
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std::string const & glslShader,
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std::vector<unsigned int> & spvShader );
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} // namespace su
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} // namespace vk
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2019-03-15 09:40:45 +00:00
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2019-03-26 11:24:36 +00:00
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// vertex shader with (P)osition and (C)olor in and (C)olor out
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const std::string vertexShaderText_PC_C = R"(
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2019-03-15 09:40:45 +00:00
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#version 400
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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2019-03-26 11:24:36 +00:00
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layout (std140, binding = 0) uniform buffer
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2019-03-15 09:40:45 +00:00
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{
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mat4 mvp;
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2019-03-26 11:24:36 +00:00
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} uniformBuffer;
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2019-03-15 09:40:45 +00:00
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layout (location = 0) in vec4 pos;
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layout (location = 1) in vec4 inColor;
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layout (location = 0) out vec4 outColor;
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void main()
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{
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outColor = inColor;
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2019-03-26 11:24:36 +00:00
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gl_Position = uniformBuffer.mvp * pos;
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2019-03-15 09:40:45 +00:00
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}
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)";
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2019-04-09 13:19:18 +00:00
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// vertex shader with (P)osition and (T)exCoord in and (T)exCoord out
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const std::string vertexShaderText_PT_T = R"(
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#version 400
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (std140, binding = 0) uniform buffer
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{
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mat4 mvp;
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} uniformBuffer;
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layout (location = 0) in vec4 pos;
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layout (location = 1) in vec2 inTexCoord;
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layout (location = 0) out vec2 outTexCoord;
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void main()
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{
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outTexCoord = inTexCoord;
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gl_Position = uniformBuffer.mvp * pos;
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}
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)";
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2019-03-26 11:24:36 +00:00
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// fragment shader with (C)olor in and (C)olor out
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const std::string fragmentShaderText_C_C = R"(
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2019-03-15 09:40:45 +00:00
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#version 400
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec4 color;
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layout (location = 0) out vec4 outColor;
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void main()
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{
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outColor = color;
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}
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)";
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2019-04-09 13:19:18 +00:00
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// fragment shader with (T)exCoord in and (C)olor out
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const std::string fragmentShaderText_T_C = R"(
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#version 400
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (binding = 1) uniform sampler2D tex;
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layout (location = 0) in vec2 inTexCoord;
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layout (location = 0) out vec4 outColor;
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void main()
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{
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outColor = texture(tex, inTexCoord);
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}
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)";
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