Vulkan test code now uses KRMesh and asset ingestion pipeline for vertex and index data. Updated Vulkan test shader to match KRMesh attribute layout.
16 lines
547 B
GLSL
16 lines
547 B
GLSL
#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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layout(location = 0) in vec3 vertex_position;
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layout(location = 1) in vec3 vertex_normal;
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layout(location = 2) in vec3 vertex_tangent;
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layout(constant_id = 0) const int QUALITY_LEVEL = 64; // Specialization constant test
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void main() {
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gl_Position = vec4(vertex_position * 0.5, 1.0);
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fragColor = vertex_normal * 0.25 + vec3(0.5, 0.5, 0.5);
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}
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