일단 완성

This commit is contained in:
2025-05-17 12:34:03 +09:00
parent 6ec8ce37d0
commit bba916f29e
22 changed files with 9564 additions and 95 deletions

View File

@@ -1,7 +1,11 @@
#version 450
#include "common.glsl"
layout(location = 0) in vec2 vertex_uv;
layout(location = 0) out vec4 out_color;
layout(set = 1, binding = 0) uniform sampler2D texture_sampler;
void main() {
out_color = vec4(1.0, 0.0, 0.5, 1.0);
out_color = texture(texture_sampler, vertex_uv);
}

View File

@@ -1,13 +1,16 @@
#version 450
#include "common.glsl"
vec2 hardcoded_positions[3] = vec2[](
vec2(0.0, -0.5),
vec2(0.5, 0.5),
vec2(-0.5, 0.5)
);
layout(location = 0) in vec3 input_position;
layout(location = 1) in vec2 input_uv;
layout(location = 0) out vec2 vertex_uv;
layout(push_constant) uniform Model {
mat4 transformation;
} model;
void main() {
vec2 current_Position = hardcoded_positions[gl_VertexIndex];
gl_Position = vec4(current_Position, 0.0, 1.0);
gl_Position = camera.projection * camera.view * model.transformation * vec4(input_position, 1.0);
vertex_uv = input_uv;
}

View File

@@ -1 +1,7 @@
#extension GL_KHR_vulkan_glsl : enable
#extension GL_KHR_vulkan_glsl : enable
layout(set = 0, binding = 0) uniform UniformTransformations {
mat4 view;
mat4 projection;
}
camera;