diff options
| author | Vasco <[email protected]> | 2026-08-24 03:53:16 +0100 |
|---|---|---|
| committer | Vasco <[email protected]> | 2026-08-24 03:53:16 +0100 |
| commit | ad5248a3e1bafc1b7dec4c8af82d56ed324ef314 (patch) | |
| tree | b575c3b85d6ad314fa9768855bed9aed8642917e /Rend/demos/teapot/shaders | |
| parent | 5dc2716abd43166cd65133625f408ad36a6623b3 (diff) | |
Slimed out podium. Updated math. Rend kinda works but still bugged.
Diffstat (limited to 'Rend/demos/teapot/shaders')
| -rw-r--r-- | Rend/demos/teapot/shaders/basic.slang | 36 | ||||
| -rw-r--r-- | Rend/demos/teapot/shaders/texture.slang | 28 |
2 files changed, 0 insertions, 64 deletions
diff --git a/Rend/demos/teapot/shaders/basic.slang b/Rend/demos/teapot/shaders/basic.slang deleted file mode 100644 index cfbf48a..0000000 --- a/Rend/demos/teapot/shaders/basic.slang +++ /dev/null @@ -1,36 +0,0 @@ -struct VSInput { - [[vk::location(0)]] float3 inPosition : POSITION; - [[vk::location(1)]] float2 uv : TEXCOORD0; -}; - -struct VSOutput { - float4 pos : SV_Position; - float3 color; - float2 uv; -}; - -struct PushConstants { - float4x4 ubo; -}; - -[[vk::binding(0, 0)]] ConstantBuffer<float4x4> ubos[3]; -[[vk::binding(1, 0)]] Sampler2D test[3]; - -[[vk::push_constant]] -PushConstants pc; - -[shader("vertex")] -VSOutput vertMain(VSInput input) { - VSOutput output; - - output.pos = mul(pc.ubo, float4(input.inPosition, 1.0)); - output.color = input.inPosition; - output.uv = input.uv; - return output; -} - -[shader("fragment")] -float4 fragMain(VSOutput vertIn) : SV_TARGET { - float4 col = test[0].Sample(vertIn.uv); - return float4(col.rgb, 1.0); -} diff --git a/Rend/demos/teapot/shaders/texture.slang b/Rend/demos/teapot/shaders/texture.slang deleted file mode 100644 index 0210b66..0000000 --- a/Rend/demos/teapot/shaders/texture.slang +++ /dev/null @@ -1,28 +0,0 @@ -struct VSInput { - [[vk::location(0)]] float3 pos : POSITION; - [[vk::location(1)]] float2 uv : TEXCOORD0; - [[vk::location(2)]] float2 offset; -}; - -struct VSOutput { - float4 pos : SV_Position; - float2 uv; -}; - -[[vk::binding(0, 0)]] ConstantBuffer<float4x4> ubos[3]; -[[vk::binding(1, 0)]] Sampler2D test[3]; - -[shader("vertex")] -VSOutput vertMain(VSInput input) { - VSOutput output; - output.pos = float4(input.pos, 1.0); - output.pos.x -= input.offset.x; - output.pos.y -= input.offset.y; - output.uv = input.uv; - return output; -} - -[shader("fragment")] -float4 fragMain(VSOutput vertIn) : SV_TARGET { - return test[0].Sample(vertIn.uv); -} |
