Skip to content

Commit

Permalink
Added screenshot taking example
Browse files Browse the repository at this point in the history
  • Loading branch information
SaschaWillems committed Dec 16, 2016
1 parent ffd0bbd commit deed789
Show file tree
Hide file tree
Showing 9 changed files with 757 additions and 0 deletions.
1 change: 1 addition & 0 deletions CMakeLists.txt
Expand Up @@ -122,6 +122,7 @@ set(EXAMPLES
radialblur
raytracing
scenerendering
screenshot
shadowmapping
shadowmappingomni
skeletalanimation
Expand Down
23 changes: 23 additions & 0 deletions data/shaders/screenshot/mesh.frag
@@ -0,0 +1,23 @@
#version 450

#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inViewVec;
layout (location = 3) in vec3 inLightVec;

layout (location = 0) out vec4 outFragColor;

void main()
{
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 ambient = vec3(0.1);
vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
outFragColor = vec4((ambient + diffuse) * inColor.rgb + specular, 1.0);
}
Binary file added data/shaders/screenshot/mesh.frag.spv
Binary file not shown.
39 changes: 39 additions & 0 deletions data/shaders/screenshot/mesh.vert
@@ -0,0 +1,39 @@
#version 450

#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

layout (location = 0) in vec4 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inColor;

layout (set = 0, binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
mat4 model;
} ubo;

layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;

out gl_PerVertex
{
vec4 gl_Position;
};

void main()
{
outNormal = inNormal;
outColor = inColor;
gl_Position = ubo.projection * ubo.view * ubo.model * inPos;

vec4 pos = ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
outNormal = mat3(ubo.model) * inNormal;

vec3 lightPos = vec3(1.0f, -1.0f, 1.0f);
outLightVec = lightPos.xyz - pos.xyz;
outViewVec = -pos.xyz;
}
Binary file added data/shaders/screenshot/mesh.vert.spv
Binary file not shown.

0 comments on commit deed789

Please sign in to comment.