commit
3e86e42076
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.PHONY: run clean
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SHADERS = vert.spv frag.spv
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CC = gcc
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LIBS = -lvulkan -lglfw -lm
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CFLAGS = $(LIBS)
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OUT = main
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SRC = main.c
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all: $(SHADERS) $(OUT)
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$(OUT): $(SRC)
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$(CC) $(CFLAGS) $(SRC) -o $(OUT)
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run: all
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./$(OUT)
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clean:
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rm $(SHADERS)
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rm $(OUT)
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%.spv: %.vert
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glslc $< -o $@
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%.spv: %.frag
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glslc $< -o $@
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@ -0,0 +1,19 @@
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#version 450
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layout(location = 0) out vec4 outColor;
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layout(location = 0) in vec4 normal;
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layout(location = 1) in vec4 pos_pre;
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layout(push_constant, std430) uniform pc {
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layout(offset=80) vec4 data;
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};
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void main() {
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outColor = vec4(data.rgb*(1.0+dot(normal.xyz, normalize(vec3(-0.7, -0.5, -0.1))))/2.0, 1.0);
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//if(pos_post.z <= 0.0) {
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// outColor = vec4(1.0);
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//}
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//outColor = normal.xyz;
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//outColor = vec4(vec3(1.0-gl_FragCoord.z), 1.0);
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}
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@ -0,0 +1,42 @@
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#version 450
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// This file contains the raw math performed by the matrices in vert.vert
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// Matrices are still used for rotation, though.
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layout(std430, set = 0, binding = 0) buffer positions_buffer {
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mat2x4 posnrm[];
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} pos;
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layout(push_constant, std430) uniform pc {
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layout(offset=0) mat4 data;
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layout(offset=64) vec4 offst;
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};
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layout (location = 0) out vec4 normal;
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layout (location = 1) out vec4 pos_pre;
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layout (location = 2) out vec4 pos_post;
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const float PI = 3.14159;
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const float TAU = PI*2.0;
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void main() {
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normal = pos.posnrm[gl_VertexIndex][1];
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pos_pre = pos.posnrm[gl_VertexIndex][0];
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float zFar = 100.0;
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float zNear = 0.1;
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gl_Position = pos.posnrm[gl_VertexIndex][0];
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gl_Position.xyz += offst.xyz;
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pos_post = gl_Position;
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mat2 xz_rot;
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xz_rot[0] = vec2(cos(offst.w), -sin(offst.w));
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xz_rot[1] = vec2(sin(offst.w), cos(offst.w));
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gl_Position.xz *= inverse(xz_rot);
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mat2 yz_rot;
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yz_rot[0] = vec2(cos(data[3].w), -sin(data[3].w));
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yz_rot[1] = vec2(sin(data[3].w), cos(data[3].w));
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gl_Position.yz *= inverse(yz_rot);
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gl_Position.x *= (1080.0/1920.0);
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gl_Position.w = (gl_Position.z*sin(140.0/360.0*TAU));
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gl_Position.z -= zNear;
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gl_Position.z /= zFar;
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}
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@ -0,0 +1,109 @@
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#version 450
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// vim: ft=c
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layout(std430, set = 0, binding = 0) buffer positions_buffer {
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mat2x4 posnrm[];
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} pos;
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layout(push_constant, std430) uniform pc {
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layout(offset=0) mat4 data;
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layout(offset=64) vec4 offst;
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};
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layout (location = 0) out vec4 normal;
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layout (location = 1) out vec4 pos_pre;
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const float PI = 3.14159;
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// Forgive me for I have sinned
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const float TAU = PI*2.0;
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void main() {
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// assign outs
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normal = pos.posnrm[gl_VertexIndex][1];
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pos_pre = pos.posnrm[gl_VertexIndex][0];
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// define constants
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const float zFar = 100.0;
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const float zNear = 0.1;
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// assign the transformee
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gl_Position = pos.posnrm[gl_VertexIndex][0];
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mat4 view_orig = mat4(
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1.0, 0.0, 0.0, offst.x,
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0.0, 1.0, 0.0, offst.y,
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0.0, 0.0, 1.0, offst.z,
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0.0, 0.0, 0.0, 1.0
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);
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mat4 view_rot_xz = mat4(
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cos(offst.w), 0.0, sin(offst.w), 0.0,
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0.0, 1.0, 0.0, 0.0,
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-sin(offst.w), 0.0, cos(offst.w), 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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mat4 view_rot_yz = mat4(
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1.0, 0.0, 0.0, 0.0,
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0.0, cos(data[3].w), sin(data[3].w), 0.0,
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0.0, -sin(data[3].w), cos(data[3].w), 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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mat4 project_aspect = mat4(
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(1080.0/1920.0), 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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mat4 project_znear = mat4(
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, -zNear,
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0.0, 0.0, 0.0, 1.0
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);
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mat4 project_div = mat4(
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, tan((70.0/2.0)/360.0*TAU), 0.0
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);
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mat4 project_normal = mat4(
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0/zFar, 0.0,
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0.0, 0.0, 0.0, 1.0
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);
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// apply view's origin transformation
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//gl_Position.xyz += offst.xyz;
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gl_Position *= view_orig;
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// apply view's xz rotation
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//mat2 xz_rot;
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//xz_rot[0] = vec2(cos(offst.w), -sin(offst.w));
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//xz_rot[1] = vec2(sin(offst.w), cos(offst.w));
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//gl_Position.xz *= inverse(xz_rot);
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gl_Position *= view_rot_xz;
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// apply view's yz rotation
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//mat2 yz_rot;
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//yz_rot[0] = vec2(cos(data[3].w), -sin(data[3].w));
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//yz_rot[1] = vec2(sin(data[3].w), cos(data[3].w));
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//gl_Position.yz *= inverse(yz_rot);
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gl_Position *= view_rot_yz;
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// aspect correction
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//gl_Position.x *= (1080.0/1920.0);
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gl_Position *= project_aspect;
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// z near correction
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//gl_Position.z -= zNear;
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gl_Position *= project_znear;
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// division by z
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// has to be assigned by w so that the hardware performs the division AFTER clipping.
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//gl_Position.w = (gl_Position.z*sin(140.0/360.0*TAU));
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gl_Position *= project_div;
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// z normalization
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//gl_Position.z /= zFar;
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gl_Position *= project_normal;
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}
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Loading…
Reference in new issue