113 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			113 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// 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 <string>
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#include <vector>
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#include <vulkan/vulkan.hpp>
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namespace vk
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{
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  namespace su
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  {
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    vk::ShaderModule createShaderModule( vk::Device const & device, vk::ShaderStageFlagBits shaderStage, std::string const & shaderText );
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    bool GLSLtoSPV( const vk::ShaderStageFlagBits shaderType, std::string const & glslShader, std::vector<unsigned int> & spvShader );
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  }  // namespace su
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}  // namespace vk
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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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#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 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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  gl_Position = uniformBuffer.mvp * pos;
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}
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)";
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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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// 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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#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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// 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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