SPIRV 리플랙션 / texturearray
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);
}
Change History (4)
Milestone: |
→ pipelineReflection
|
Version: |
→ 2.0
|
Component: |
일반 →
Graphics/Compute Pipeline
|
Status: |
assigned →
accepted
|
Description: |
modified (diff)
|
Type: |
기타 →
작업
|
Description: |
modified (diff)
|