post processing, FXAA and MSAA 2x-8x

This commit is contained in:
Halbear 2026-06-11 16:16:41 +01:00
parent fa266ee48d
commit 8ce30cae83
46 changed files with 1749 additions and 350 deletions

View file

@ -0,0 +1,35 @@
#version 450
const int MAX_TEXTURES = 500;
layout(location = 0) in vec2 inTextCoords;
layout(location = 0) out vec4 outFragColor;
struct Material{
vec4 diffuseColor;
uint hasTexture;
uint textureIdx;
uint padding[2];
};
layout(set = 2, binding = 0) readonly buffer MaterialUniform{
Material materials[];
} matUniform;
layout(set = 3, binding = 0) uniform sampler2D textSampler[MAX_TEXTURES];
layout(push_constant) uniform pc{
layout(offset = 64) uint materialIdx;
} push_constants;
void main()
{
Material material = matUniform.materials[push_constants.materialIdx];
if(material.hasTexture == 1){
vec4 texColor = texture(textSampler[material.textureIdx],inTextCoords);
if(texColor.a < 0.1){discard;}
outFragColor = texColor;
} else{
outFragColor = material.diffuseColor;
}
}