﻿__group__	ticket	summary	component	version	type	owner	status	created	_changetime	_description	_reporter
2.0	5	SPIRV 리플랙션 / triangle	Graphics/Compute Pipeline	2.0	작업	Hongtae Kim	accepted	2018-07-04T19:49:44+09:00	2018-10-13T01:56:03+09:00	"= GLSL
== vertex shader
{{{#!glsl
#version 450

#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inColor;

layout (binding = 0) uniform UBO 
{
	mat4 projectionMatrix;
	mat4 modelMatrix;
	mat4 viewMatrix;
} ubo;

layout (location = 0) out vec3 outColor;

out gl_PerVertex 
{
    vec4 gl_Position;   
};


void main() 
{
	outColor = inColor;
	gl_Position = ubo.projectionMatrix * ubo.viewMatrix * ubo.modelMatrix * vec4(inPos.xyz, 1.0);
}
}}}
== fragment shader
{{{#!glsl
#version 450

#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

layout (location = 0) in vec3 inColor;

layout (location = 0) out vec4 outFragColor;

void main() 
{
  outFragColor = vec4(inColor, 1.0);
}
}}}"	Hongtae Kim
2.0	6	SPIRV 리플랙션 / texture	Graphics/Compute Pipeline	2.0	작업	Hongtae Kim	accepted	2018-07-04T19:52:03+09:00	2018-10-13T01:36:44+09:00	"= GLSL
== vertex shader
{{{#!glsl
#version 450

#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inNormal;

layout (binding = 0) uniform UBO 
{
	mat4 projection;
	mat4 model;
	vec4 viewPos;
	float lodBias;
} ubo;

layout (location = 0) out vec2 outUV;
layout (location = 1) out float outLodBias;
layout (location = 2) out vec3 outNormal;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;

out gl_PerVertex 
{
    vec4 gl_Position;   
};

void main() 
{
	outUV = inUV;
	outLodBias = ubo.lodBias;

	vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));

	gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);

    vec4 pos = ubo.model * vec4(inPos, 1.0);
	outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
	vec3 lightPos = vec3(0.0);
	vec3 lPos = mat3(ubo.model) * lightPos.xyz;
    outLightVec = lPos - pos.xyz;
    outViewVec = ubo.viewPos.xyz - pos.xyz;		
}
}}}
== fragment shader
{{{#!glsl
#version 450

#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

layout (binding = 1) uniform sampler2D samplerColor;

layout (location = 0) in vec2 inUV;
layout (location = 1) in float inLodBias;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;

layout (location = 0) out vec4 outFragColor;

void main() 
{
	vec4 color = texture(samplerColor, inUV, inLodBias);

	vec3 N = normalize(inNormal);
	vec3 L = normalize(inLightVec);
	vec3 V = normalize(inViewVec);
	vec3 R = reflect(-L, N);
	vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
	float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a;

	outFragColor = vec4(diffuse * color.rgb + specular, 1.0);	
}
}}}"	Hongtae Kim
2.0	9	SPIRV 리플랙션 / texturearray	Graphics/Compute Pipeline	2.0	작업	Hongtae Kim	accepted	2018-10-13T01:44:22+09:00	2018-10-13T01:55:02+09:00	"== Vertex Shader
{{{#!glsl
#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 vec2 inUV;

struct Instance
{
	mat4 model;
	vec4 arrayIndex;
};

layout (binding = 0) uniform UBO 
{
	mat4 projection;
	mat4 view;
	Instance instance[8];
} ubo;

layout (location = 0) out vec3 outUV;

void main() 
{
	outUV = vec3(inUV, ubo.instance[gl_InstanceIndex].arrayIndex.x);
	mat4 modelView = ubo.view * ubo.instance[gl_InstanceIndex].model;
	gl_Position = ubo.projection * modelView * inPos;
}
}}}

== Fragment Shader
{{{#!glsl
#version 450

#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

layout (binding = 1) uniform sampler2DArray samplerArray;

layout (location = 0) in vec3 inUV;

layout (location = 0) out vec4 outFragColor;

void main() 
{
	outFragColor = texture(samplerArray, inUV);
}
}}}"	Hongtae Kim
