Vulkan triangle!
Switched to Vulkan 1.1 GLSL dialect Added vulkan test shader Implemented test render thread function
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@@ -3,3 +3,5 @@ add_standard_asset(simple_blit.frag)
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add_standard_asset(simple_blit.vert)
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add_standard_asset(sprite.frag)
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add_standard_asset(sprite.vert)
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add_standard_asset(vulkan_test.vert)
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add_standard_asset(vulkan_test.frag)
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12
standard_assets/shaders/vulkan_test.frag
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12
standard_assets/shaders/vulkan_test.frag
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@@ -0,0 +1,12 @@
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#version 450
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// Temporary test shader for vulkan bringup...
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// See https://vulkan-tutorial.com/Drawing_a_triangle/Graphics_pipeline_basics/Shader_modules
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layout(location = 0) in vec3 fragColor;
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layout(location = 0) out vec4 outColor;
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void main() {
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outColor = vec4(fragColor, 1.0);
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}
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23
standard_assets/shaders/vulkan_test.vert
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23
standard_assets/shaders/vulkan_test.vert
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@@ -0,0 +1,23 @@
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#version 450
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// Temporary test shader for vulkan bringup...
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// See https://vulkan-tutorial.com/Drawing_a_triangle/Graphics_pipeline_basics/Shader_modules
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layout(location = 0) out vec3 fragColor;
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vec2 positions[3] = vec2[](
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vec2(0.0, -0.5),
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vec2(0.5, 0.5),
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vec2(-0.5, 0.5)
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);
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vec3 colors[3] = vec3[](
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vec3(1.0, 0.0, 0.0),
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vec3(0.0, 1.0, 0.0),
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vec3(0.0, 0.0, 1.0)
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);
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void main() {
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gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
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fragColor = colors[gl_VertexIndex];
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}
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