mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-06-17 16:17:02 +08:00
fix: shader load fail
This commit is contained in:
12
assets/shaders/block_f_shader.glsl
Normal file
12
assets/shaders/block_f_shader.glsl
Normal file
@@ -0,0 +1,12 @@
|
||||
#version 460
|
||||
|
||||
in vec2 tc;
|
||||
flat in int tex_layer;
|
||||
out vec4 color;
|
||||
|
||||
layout (binding = 0) uniform sampler2DArray samp;
|
||||
|
||||
void main(void) {
|
||||
color = texture(samp, vec3(tc, tex_layer));
|
||||
//color = varyingColor;
|
||||
}
|
||||
63
assets/shaders/block_v_shader.glsl
Normal file
63
assets/shaders/block_v_shader.glsl
Normal file
@@ -0,0 +1,63 @@
|
||||
#version 460
|
||||
|
||||
layout (location = 0) in vec3 pos;
|
||||
layout (location = 1) in vec2 texCoord;
|
||||
layout (location = 2) in float layer;
|
||||
out vec2 tc;
|
||||
flat out int tex_layer;
|
||||
|
||||
mat4 buildRotateX(float rad);
|
||||
mat4 buildRotateY(float rad);
|
||||
mat4 buildRotateZ(float rad);
|
||||
mat4 buildTranslate(float x, float y, float z);
|
||||
|
||||
uniform mat4 mv_matrix;
|
||||
uniform mat4 proj_matrix;
|
||||
|
||||
|
||||
|
||||
void main(void) {
|
||||
gl_Position = proj_matrix * mv_matrix * vec4(pos, 1.0);
|
||||
tc = texCoord;
|
||||
tex_layer = int(layer);
|
||||
}
|
||||
|
||||
mat4 buildTranslate(float x, float y, float z) {
|
||||
mat4 trans = mat4(
|
||||
1.0, 0.0, 0.0, 0.0,
|
||||
0.0, 1.0, 0.0, 0.0,
|
||||
0.0, 0.0, 1.0, 0.0,
|
||||
x, y, z, 1.0
|
||||
);
|
||||
return trans;
|
||||
}
|
||||
|
||||
mat4 buildRotateX(float rad) {
|
||||
mat4 xrot = mat4(
|
||||
1.0, 0.0, 0.0, 0.0,
|
||||
0.0, cos(rad), -sin(rad), 0.0,
|
||||
0.0, sin(rad), cos(rad), 0.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
);
|
||||
return xrot;
|
||||
}
|
||||
|
||||
mat4 buildRotateY(float rad) {
|
||||
mat4 yrot = mat4(
|
||||
cos(rad), 0.0, sin(rad), 0.0,
|
||||
0.0, 1.0, 0.0, 0.0,
|
||||
-sin(rad), 0.0, cos(rad), 0.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
);
|
||||
return yrot;
|
||||
}
|
||||
|
||||
mat4 buildRotateZ(float rad) {
|
||||
mat4 zrot = mat4(
|
||||
cos(rad), -sin(rad), 0.0, 0.0,
|
||||
sin(rad), cos(rad), 0.0, 0.0,
|
||||
0.0, 0.0,1.0 , 0.0,
|
||||
0.0, 0.0, 0.0, 1.0
|
||||
);
|
||||
return zrot;
|
||||
}
|
||||
7
assets/shaders/outline_f_shader.glsl
Normal file
7
assets/shaders/outline_f_shader.glsl
Normal file
@@ -0,0 +1,7 @@
|
||||
#version 460
|
||||
|
||||
out vec4 frag_color;
|
||||
|
||||
void main(void) {
|
||||
frag_color = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
10
assets/shaders/outline_v_shader.glsl
Normal file
10
assets/shaders/outline_v_shader.glsl
Normal file
@@ -0,0 +1,10 @@
|
||||
#version 460
|
||||
|
||||
layout (location = 0) in vec3 vertices_pos;
|
||||
|
||||
uniform mat4 mv_matrix;
|
||||
uniform mat4 proj_matrix;
|
||||
|
||||
void main(void) {
|
||||
gl_Position = proj_matrix * mv_matrix * vec4(vertices_pos, 1.0);
|
||||
}
|
||||
9
assets/shaders/sky_f_shader.glsl
Normal file
9
assets/shaders/sky_f_shader.glsl
Normal file
@@ -0,0 +1,9 @@
|
||||
#version 460
|
||||
|
||||
out vec4 frag_color;
|
||||
|
||||
void main(void) {
|
||||
|
||||
frag_color = vec4(0.529, 0.808, 0.922, 1.0);
|
||||
|
||||
}
|
||||
10
assets/shaders/sky_v_shader.glsl
Normal file
10
assets/shaders/sky_v_shader.glsl
Normal file
@@ -0,0 +1,10 @@
|
||||
#version 460
|
||||
|
||||
layout (location = 0) in vec3 vertices_pos;
|
||||
|
||||
uniform mat4 mv_matrix;
|
||||
uniform mat4 proj_matrix;
|
||||
|
||||
void main(void) {
|
||||
gl_Position = proj_matrix * mv_matrix * vec4(vertices_pos, 1.0);
|
||||
}
|
||||
14
assets/shaders/text_f_shader.glsl
Normal file
14
assets/shaders/text_f_shader.glsl
Normal file
@@ -0,0 +1,14 @@
|
||||
#version 460
|
||||
|
||||
in vec2 tc;
|
||||
flat in int tex_layer;
|
||||
|
||||
layout (binding = 0) uniform sampler2DArray text;
|
||||
uniform vec3 textColor;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
void main(void) {
|
||||
vec4 smapled = vec4(1.0, 1.0, 1.0, texture(text, vec3(tc, tex_layer)).r);
|
||||
color = vec4(textColor, 1.0) * smapled;
|
||||
}
|
||||
15
assets/shaders/text_v_shader.glsl
Normal file
15
assets/shaders/text_v_shader.glsl
Normal file
@@ -0,0 +1,15 @@
|
||||
#version 460
|
||||
|
||||
layout (location = 0) in vec2 pos;
|
||||
layout (location = 1) in vec2 texCoord;
|
||||
layout (location = 2) in float layer;
|
||||
|
||||
out vec2 tc;
|
||||
flat out int tex_layer;
|
||||
uniform mat4 projection;
|
||||
uniform mat4 mv_matrix;
|
||||
void main(void) {
|
||||
gl_Position = projection * mv_matrix * vec4(pos, 0.0, 1.0);
|
||||
tc = texCoord;
|
||||
tex_layer = int(layer);
|
||||
}
|
||||
12
assets/shaders/ui_f_shader.glsl
Normal file
12
assets/shaders/ui_f_shader.glsl
Normal file
@@ -0,0 +1,12 @@
|
||||
#version 460
|
||||
|
||||
in vec2 tc;
|
||||
flat in int tex_layer;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
layout (binding = 0) uniform sampler2DArray samp;
|
||||
|
||||
void main(void) {
|
||||
color = texture(samp, vec3(tc, tex_layer));
|
||||
}
|
||||
18
assets/shaders/ui_v_shader.glsl
Normal file
18
assets/shaders/ui_v_shader.glsl
Normal file
@@ -0,0 +1,18 @@
|
||||
#version 460
|
||||
|
||||
layout (location = 0) in vec2 pos;
|
||||
layout (location = 1) in vec2 texCoord;
|
||||
layout (location = 2) in float layer;
|
||||
|
||||
out vec2 tc;
|
||||
|
||||
flat out int tex_layer;
|
||||
|
||||
uniform mat4 m_matrix;
|
||||
uniform mat4 proj_matrix;
|
||||
|
||||
void main(void) {
|
||||
gl_Position = proj_matrix * m_matrix * vec4(pos, 0.0, 1.0);
|
||||
tc = texCoord;
|
||||
tex_layer = int(layer);
|
||||
}
|
||||
Reference in New Issue
Block a user