// 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 #include #include 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 & 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); } )";