{5} Accepted, Active Tickets by Owner (Full Description) (3 matches)
List tickets accepted, group by ticket owner. This report demonstrates the use of full-row display.
Hongtae Kim (3 matches)
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#5 | SPIRV 리플랙션 / triangle | Graphics/Compute Pipeline | pipelineReflection | 작업 | 07/04/18 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
GLSLvertex shader#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inColor; layout (binding = 0) uniform UBO { mat4 projectionMatrix; mat4 modelMatrix; mat4 viewMatrix; } ubo; layout (location = 0) out vec3 outColor; out gl_PerVertex { vec4 gl_Position; }; void main() { outColor = inColor; gl_Position = ubo.projectionMatrix * ubo.viewMatrix * ubo.modelMatrix * vec4(inPos.xyz, 1.0); } fragment shader#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec3 inColor; layout (location = 0) out vec4 outFragColor; void main() { outFragColor = vec4(inColor, 1.0); } |
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#6 | SPIRV 리플랙션 / texture | Graphics/Compute Pipeline | pipelineReflection | 작업 | 07/04/18 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
GLSLvertex shader#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec3 inPos; layout (location = 1) in vec2 inUV; layout (location = 2) in vec3 inNormal; layout (binding = 0) uniform UBO { mat4 projection; mat4 model; vec4 viewPos; float lodBias; } ubo; layout (location = 0) out vec2 outUV; layout (location = 1) out float outLodBias; layout (location = 2) out vec3 outNormal; layout (location = 3) out vec3 outViewVec; layout (location = 4) out vec3 outLightVec; out gl_PerVertex { vec4 gl_Position; }; void main() { outUV = inUV; outLodBias = ubo.lodBias; vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0)); gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0); vec4 pos = ubo.model * vec4(inPos, 1.0); outNormal = mat3(inverse(transpose(ubo.model))) * inNormal; vec3 lightPos = vec3(0.0); vec3 lPos = mat3(ubo.model) * lightPos.xyz; outLightVec = lPos - pos.xyz; outViewVec = ubo.viewPos.xyz - pos.xyz; } fragment shader#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2D samplerColor; layout (location = 0) in vec2 inUV; layout (location = 1) in float inLodBias; layout (location = 2) in vec3 inNormal; layout (location = 3) in vec3 inViewVec; layout (location = 4) in vec3 inLightVec; layout (location = 0) out vec4 outFragColor; void main() { vec4 color = texture(samplerColor, inUV, inLodBias); vec3 N = normalize(inNormal); vec3 L = normalize(inLightVec); vec3 V = normalize(inViewVec); vec3 R = reflect(-L, N); vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0); float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a; outFragColor = vec4(diffuse * color.rgb + specular, 1.0); } |
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#9 | SPIRV 리플랙션 / texturearray | Graphics/Compute Pipeline | pipelineReflection | 작업 | 10/13/18 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Vertex Shader#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec4 inPos; layout (location = 1) in vec2 inUV; struct Instance { mat4 model; vec4 arrayIndex; }; layout (binding = 0) uniform UBO { mat4 projection; mat4 view; Instance instance[8]; } ubo; layout (location = 0) out vec3 outUV; void main() { outUV = vec3(inUV, ubo.instance[gl_InstanceIndex].arrayIndex.x); mat4 modelView = ubo.view * ubo.instance[gl_InstanceIndex].model; gl_Position = ubo.projection * modelView * inPos; } Fragment Shader#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2DArray samplerArray; layout (location = 0) in vec3 inUV; layout (location = 0) out vec4 outFragColor; void main() { outFragColor = texture(samplerArray, inUV); } |
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