From 8bbef6b1f8fe61ae8b0f24693af28b7fa6e68237 Mon Sep 17 00:00:00 2001 From: Jonathan Bradley Date: Thu, 21 Aug 2025 21:45:38 -0400 Subject: pke: embed shaders in executable --- assets/shaders/3d.frag | 20 ++++++++++++++++++++ assets/shaders/3d.vert | 31 +++++++++++++++++++++++++++++++ assets/shaders/texture.frag | 20 -------------------- assets/shaders/vertex.vert | 31 ------------------------------- 4 files changed, 51 insertions(+), 51 deletions(-) create mode 100644 assets/shaders/3d.frag create mode 100644 assets/shaders/3d.vert delete mode 100644 assets/shaders/texture.frag delete mode 100644 assets/shaders/vertex.vert (limited to 'assets') diff --git a/assets/shaders/3d.frag b/assets/shaders/3d.frag new file mode 100644 index 0000000..9859bb6 --- /dev/null +++ b/assets/shaders/3d.frag @@ -0,0 +1,20 @@ +# version 450 + +layout(location = 0) in vec4 fragColor; +layout(location = 1) in vec3 fragTexCoord; + +layout(location = 0) out vec4 outColor; + +layout(binding = 1) uniform sampler2D texSampler; + +void main() { + vec4 color = texture(texSampler, fragTexCoord.xy); +/* + if (color.w == 0) { + discard; + } +*/ + outColor = color; + // outColor = vec4(0.0, 0.8, 0.0, 1.0); + // outColor = vec4(fragTexCoord.xyz, 1.0); +} diff --git a/assets/shaders/3d.vert b/assets/shaders/3d.vert new file mode 100644 index 0000000..8b2c133 --- /dev/null +++ b/assets/shaders/3d.vert @@ -0,0 +1,31 @@ +#version 450 + +layout(binding = 0) uniform UniformBufferObject { + mat4 model; + mat4 view; + mat4 proj; +} ubo; + +// vertex +// layout(location = 0) in vec4 inColor; +layout(location = 0) in vec3 inPosition; +layout(location = 1) in vec3 inNorm; +layout(location = 2) in vec2 inUV; + +// instance +layout(location = 3) in mat4 instPosRotScale; + +// output +layout(location = 0) out vec4 fragColor; +layout(location = 1) out vec3 fragTexCoord; + +void main() { + gl_Position = + ubo.proj * + ubo.view * + ubo.model * + instPosRotScale * + vec4(inPosition, 1.0); + fragColor = vec4(0.0, 0.0, 0.0, 0.0); + fragTexCoord = vec3(inUV, 0); +} diff --git a/assets/shaders/texture.frag b/assets/shaders/texture.frag deleted file mode 100644 index 9859bb6..0000000 --- a/assets/shaders/texture.frag +++ /dev/null @@ -1,20 +0,0 @@ -# version 450 - -layout(location = 0) in vec4 fragColor; -layout(location = 1) in vec3 fragTexCoord; - -layout(location = 0) out vec4 outColor; - -layout(binding = 1) uniform sampler2D texSampler; - -void main() { - vec4 color = texture(texSampler, fragTexCoord.xy); -/* - if (color.w == 0) { - discard; - } -*/ - outColor = color; - // outColor = vec4(0.0, 0.8, 0.0, 1.0); - // outColor = vec4(fragTexCoord.xyz, 1.0); -} diff --git a/assets/shaders/vertex.vert b/assets/shaders/vertex.vert deleted file mode 100644 index 8b2c133..0000000 --- a/assets/shaders/vertex.vert +++ /dev/null @@ -1,31 +0,0 @@ -#version 450 - -layout(binding = 0) uniform UniformBufferObject { - mat4 model; - mat4 view; - mat4 proj; -} ubo; - -// vertex -// layout(location = 0) in vec4 inColor; -layout(location = 0) in vec3 inPosition; -layout(location = 1) in vec3 inNorm; -layout(location = 2) in vec2 inUV; - -// instance -layout(location = 3) in mat4 instPosRotScale; - -// output -layout(location = 0) out vec4 fragColor; -layout(location = 1) out vec3 fragTexCoord; - -void main() { - gl_Position = - ubo.proj * - ubo.view * - ubo.model * - instPosRotScale * - vec4(inPosition, 1.0); - fragColor = vec4(0.0, 0.0, 0.0, 0.0); - fragTexCoord = vec3(inUV, 0); -} -- cgit v1.2.3