{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)

Ticket Summary Component Milestone Type Created
Description
#5 SPIRV 리플랙션 / triangle Graphics/Compute Pipeline pipelineReflection 작업 07/04/18

GLSL

vertex 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);
}

#6 SPIRV 리플랙션 / texture Graphics/Compute Pipeline pipelineReflection 작업 07/04/18

GLSL

vertex 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);   
}

#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);
}

Note: See TracReports for help on using and creating reports.