texture loading and depth buffer

This commit is contained in:
zomseffen 2024-04-26 17:48:49 +02:00
parent 0137d21406
commit f6276bfdf6
14 changed files with 695 additions and 159 deletions

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@ -1,3 +1,2 @@
C:/VulkanSDK/1.3.280.0/Bin/glslc.exe shaders/shader.vert -o shaders/vert.spv
C:/VulkanSDK/1.3.280.0/Bin/glslc.exe shaders/shader.frag -o shaders/frag.spv
pause
C:/VulkanSDK/1.3.280.0/Bin/glslc.exe shaders/shader.frag -o shaders/frag.spv

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@ -1,9 +1,11 @@
#version 450
layout(location = 0) in vec3 fragColor;
layout(location = 1) in vec2 fragTexCoord;
layout(location = 0) out vec4 outColor;
layout(binding = 1) uniform sampler2D texSampler;
void main() {
outColor = vec4(fragColor, 1.0);
outColor = texture(texSampler, fragTexCoord);
}

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@ -7,12 +7,15 @@ layout(binding = 0) uniform UniformBufferObject {
} ubo;
layout(location = 0) in vec2 inPosition;
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec2 inTexCoord;
layout(location = 0) out vec3 fragColor;
layout(location = 1) out vec2 fragTexCoord;
void main() {
gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 0.0, 1.0);
gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
fragColor = inColor;
fragTexCoord = inTexCoord;
}

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