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Diffstat (limited to 'res')
-rw-r--r--res/image/scaly.pngbin0 -> 3227705 bytes
-rw-r--r--res/image/texture.pngbin0 -> 1338368 bytes
-rwxr-xr-xres/shaders/simple_shader.frag7
-rw-r--r--res/shaders/simple_shader.frag.spvbin1112 -> 1456 bytes
-rwxr-xr-xres/shaders/simple_shader.vert16
-rw-r--r--res/shaders/simple_shader.vert.spvbin2816 -> 2912 bytes
6 files changed, 14 insertions, 9 deletions
diff --git a/res/image/scaly.png b/res/image/scaly.png
new file mode 100644
index 0000000..cefdd5f
--- /dev/null
+++ b/res/image/scaly.png
Binary files differ
diff --git a/res/image/texture.png b/res/image/texture.png
new file mode 100644
index 0000000..e1db6c1
--- /dev/null
+++ b/res/image/texture.png
Binary files differ
diff --git a/res/shaders/simple_shader.frag b/res/shaders/simple_shader.frag
index b11a5a8..4eaaafc 100755
--- a/res/shaders/simple_shader.frag
+++ b/res/shaders/simple_shader.frag
@@ -1,19 +1,22 @@
#version 450
layout (location = 0) in vec3 fragColor;
+layout (location = 1) in vec2 fragUv;
layout (location = 0) out vec4 outColor;
-layout(set = 0, binding = 0) uniform GlobalUbo {
+layout (binding = 0) uniform GlobalUbo {
mat4 projectionViewMatrix;
vec3 directionToLight;
} ubo;
+layout (binding = 1) uniform sampler2D texSampler;
+
layout(push_constant) uniform Push {
mat4 transform;
mat4 normalMatrix;
} push;
void main() {
- outColor = vec4(fragColor, 1.0);
+ outColor = mix(texture(texSampler, fragUv), vec4(fragColor, 1.0), .5);
} \ No newline at end of file
diff --git a/res/shaders/simple_shader.frag.spv b/res/shaders/simple_shader.frag.spv
index ff80cc6..a6afbfe 100644
--- a/res/shaders/simple_shader.frag.spv
+++ b/res/shaders/simple_shader.frag.spv
Binary files differ
diff --git a/res/shaders/simple_shader.vert b/res/shaders/simple_shader.vert
index 55b0199..a61fa0b 100755
--- a/res/shaders/simple_shader.vert
+++ b/res/shaders/simple_shader.vert
@@ -1,18 +1,19 @@
#version 450
-layout(location = 0) in vec3 position;
-layout(location = 1) in vec3 color;
-layout(location = 2) in vec3 normal;
-layout(location = 3) in vec2 uv;
+layout (location = 0) in vec3 position;
+layout (location = 1) in vec3 color;
+layout (location = 2) in vec3 normal;
+layout (location = 3) in vec2 uv;
-layout(location = 0) out vec3 fragColor;
+layout (location = 0) out vec3 fragColor;
+layout (location = 1) out vec2 fragUv;
-layout(set = 0, binding = 0) uniform GlobalUbo {
+layout (binding = 0) uniform GlobalUbo {
mat4 projectionViewMatrix;
vec3 directionToLight;
} ubo;
-layout(push_constant) uniform Push {
+layout (push_constant) uniform Push {
mat4 modelMatrix;
mat4 normalMatrix;
} push;
@@ -27,4 +28,5 @@ void main() {
float lightIntensity = AMBIENT + max(dot(normalWorldSpace, ubo.directionToLight), 0);
fragColor = lightIntensity * vec3(1/position.y,position.y,clamp(sin(position.x - position.z), 0, 1));
+ fragUv = uv;
} \ No newline at end of file
diff --git a/res/shaders/simple_shader.vert.spv b/res/shaders/simple_shader.vert.spv
index bba7f70..84c0f48 100644
--- a/res/shaders/simple_shader.vert.spv
+++ b/res/shaders/simple_shader.vert.spv
Binary files differ