Add BDA stuff to vert shader

This commit is contained in:
Simon Eves 2022-03-31 17:25:08 -07:00
parent 0632897382
commit 4c13a82d0c
2 changed files with 26 additions and 1 deletions

View File

@ -27,6 +27,8 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_gpu_shader_int64 : require
#extension GL_EXT_buffer_reference2 : enable
layout(binding = 0) uniform UniformBufferObject {
float frame;
@ -44,10 +46,33 @@ out gl_PerVertex
vec4 gl_Position;
float gl_PointSize;
};
layout(buffer_reference, std430, buffer_reference_align = 4) buffer BufferFloat {
float f[];
};
layout(push_constant, std430) uniform Registers
{
uint64_t base_address;
} registers;
layout(std430, binding = 0) buffer CUDA_SSBO {
float coords[2];
} cuda_ssbo;
void main() {
gl_PointSize = 1.0;
gl_Position = vec4(xyPos.xy, 0.0f, 1.0f);
#if 0
gl_Position.x += cuda_ssbo.coords[0];
gl_Position.y += cuda_ssbo.coords[1];
#endif
#if 0
gl_Position.x += BufferFloat(registers.base_address).f[0];
gl_Position.y += BufferFloat(registers.base_address).f[1];
#endif
float color_r = 1.0f + 0.5f * sin(ubo.frame / 100.0f);
float color_g = 1.0f + 0.5f * sin((ubo.frame / 100.0f) + (2.0f*PI/3.0f));
float color_b = 1.0f;