This commit is contained in:
2026-05-06 23:44:13 +02:00
parent a5f787d80f
commit fd7038b853
1574 changed files with 365439 additions and 0 deletions
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#version 310 es
precision highp float;
layout(location = 0) in vec4 in_color;
layout(location = 0) out vec4 out_color;
void main()
{
out_color = in_color;
}
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#version 450
#extension GL_EXT_mesh_shader : enable
struct PositionColor {
vec4 position;
vec4 color;
};
layout(set=0, binding=0, std430) readonly buffer PositionColorBlock {
PositionColor posColor[];
} vtxData;
layout(push_constant, std430) uniform PushConstantBlock {
uint vertexOffset;
} pc;
layout(local_size_x=1) in;
layout(triangles) out;
layout(max_vertices=3, max_primitives=1) out;
layout(location = 0) out vec4 outColor[];
void main() {
SetMeshOutputsEXT(3u, 1u);
const uint firstVertex = uint(gl_WorkGroupID.x) + pc.vertexOffset;
for (uint i = 0u; i < 3u; ++i)
{
const uint srcIdx = firstVertex + i;
gl_MeshVerticesEXT[i].gl_Position = vtxData.posColor[srcIdx].position;
outColor[i] = vtxData.posColor[srcIdx].color;
}
gl_PrimitiveTriangleIndicesEXT[0] = uvec3(0, 1, 2);
}
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#version 450
precision highp float;
layout(location = 0) in vec4 in_position;
layout(location = 1) in vec4 in_color;
layout(location = 0) out vec4 out_color;
out gl_PerVertex { vec4 gl_Position; };
void main() {
gl_Position = in_position;
out_color = in_color;
}
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#version 450
#extension GL_EXT_mesh_shader : enable
struct PositionColor {
vec4 position;
vec4 color;
};
layout(set=0, binding=0, std430) readonly buffer PositionColorBlock {
PositionColor posColor[];
} vtxData;
layout(push_constant, std430) uniform PushConstantBlock {
uint vertexOffset;
} pc;
layout(local_size_x=1) in;
layout(lines) out;
layout(max_vertices=2, max_primitives=1) out;
layout(location = 0) out vec4 outColor[];
void main() {
SetMeshOutputsEXT(2u, 1u);
const uint firstVertex = uint(gl_WorkGroupID.x) + pc.vertexOffset;
for (uint i = 0u; i < 2u; ++i)
{
const uint srcIdx = firstVertex + i;
gl_MeshVerticesEXT[i].gl_Position = vtxData.posColor[srcIdx].position;
outColor[i] = vtxData.posColor[srcIdx].color;
}
gl_PrimitiveLineIndicesEXT[0] = uvec2(0, 1);
}
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#version 450
#extension GL_EXT_mesh_shader : enable
struct PositionColor {
vec4 position;
vec4 color;
};
layout(set=0, binding=0, std430) readonly buffer PositionColorBlock {
PositionColor posColor[];
} vtxData;
layout(push_constant, std430) uniform PushConstantBlock {
uint vertexOffset;
} pc;
layout(local_size_x=1) in;
layout(triangles) out;
layout(max_vertices=3, max_primitives=1) out;
layout(location = 0) out vec4 outColor[];
void main() {
SetMeshOutputsEXT(3u, 1u);
const uint firstVertex = uint(gl_WorkGroupID.x) + pc.vertexOffset;
for (uint i = 0u; i < 3u; ++i)
{
const uint srcIdx = firstVertex + i;
gl_MeshVerticesEXT[i].gl_Position = vtxData.posColor[srcIdx].position;
outColor[i] = vtxData.posColor[srcIdx].color;
}
gl_PrimitiveTriangleIndicesEXT[0] = uvec3(0, 1, 2);
gl_MeshPrimitivesEXT[0].gl_ViewportIndex = int(round(vtxData.posColor[firstVertex].position.z * 3.0));
}
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#version 450
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
in gl_PerVertex { vec4 gl_Position; } gl_in[];
out gl_PerVertex { vec4 gl_Position; };
layout(location = 0) in vec4 in_color[];
layout(location = 0) out vec4 out_color;
void main() {
for (int i=0; i<gl_in.length(); ++i) {
gl_Position = gl_in[i].gl_Position;
gl_ViewportIndex = int(round(gl_in[i].gl_Position.z * 3.0));
out_color = in_color[i];
EmitVertex();
}
EndPrimitive();
}