post processing, FXAA and MSAA 2x-8x
This commit is contained in:
parent
fa266ee48d
commit
8ce30cae83
46 changed files with 1749 additions and 350 deletions
25
resources/EngineResources/shaders/scene_vertex.glsl
Normal file
25
resources/EngineResources/shaders/scene_vertex.glsl
Normal file
|
|
@ -0,0 +1,25 @@
|
|||
#version 450
|
||||
|
||||
layout(location = 0) in vec3 inPos;
|
||||
layout(location = 1) in vec2 inTextCoords;
|
||||
|
||||
layout(location = 0) out vec2 outTextCoords;
|
||||
|
||||
|
||||
layout(set = 0, binding = 0) uniform ProjUniform{
|
||||
mat4 matrix;
|
||||
} projUniform;
|
||||
|
||||
layout(set = 1, binding = 0) uniform ViewUniform{
|
||||
mat4 matrix;
|
||||
} viewUniform;
|
||||
|
||||
layout(push_constant) uniform pc{
|
||||
mat4 modelMatrix;
|
||||
} push_constants;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projUniform.matrix * viewUniform.matrix * push_constants.modelMatrix * vec4(inPos,1);
|
||||
outTextCoords = inTextCoords;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue