CUDA 13.2 samples update (#432)

- Added Python samples for CUDA Python 1.0 release
- Renamed top-level `Samples` directory to `cpp` to accommodate Python samples.
This commit is contained in:
Dheemanth
2026-05-13 15:13:18 -07:00
committed by GitHub
parent a4526d5229
commit aeab82ff30
2072 changed files with 15077 additions and 1970 deletions

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// GLSL fragment shader
varying vec3 eyeSpacePos;
varying vec3 worldSpaceNormal;
varying vec3 eyeSpaceNormal;
uniform vec4 deepColor;
uniform vec4 shallowColor;
uniform vec4 skyColor;
uniform vec3 lightDir;
void main()
{
vec3 eyeVector = normalize(eyeSpacePos);
vec3 eyeSpaceNormalVector = normalize(eyeSpaceNormal);
vec3 worldSpaceNormalVector = normalize(worldSpaceNormal);
float facing = max(0.0, dot(eyeSpaceNormalVector, -eyeVector));
float fresnel = pow(1.0 - facing, 5.0); // Fresnel approximation
float diffuse = max(0.0, dot(worldSpaceNormalVector, lightDir));
// vec4 waterColor = mix(shallowColor, deepColor, facing);
vec4 waterColor = deepColor;
// gl_FragColor = gl_Color;
// gl_FragColor = vec4(fresnel);
// gl_FragColor = vec4(diffuse);
// gl_FragColor = waterColor;
// gl_FragColor = waterColor*diffuse;
gl_FragColor = waterColor*diffuse + skyColor*fresnel;
}

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// GLSL vertex shader
varying vec3 eyeSpacePos;
varying vec3 worldSpaceNormal;
varying vec3 eyeSpaceNormal;
uniform float heightScale; // = 0.5;
uniform float chopiness; // = 1.0;
uniform vec2 size; // = vec2(256.0, 256.0);
void main()
{
float height = gl_MultiTexCoord0.x;
vec2 slope = gl_MultiTexCoord1.xy;
// calculate surface normal from slope for shading
vec3 normal = normalize(cross( vec3(0.0, slope.y*heightScale, 2.0 / size.x), vec3(2.0 / size.y, slope.x*heightScale, 0.0)));
worldSpaceNormal = normal;
// calculate position and transform to homogeneous clip space
vec4 pos = vec4(gl_Vertex.x, height * heightScale, gl_Vertex.z, 1.0);
gl_Position = gl_ModelViewProjectionMatrix * pos;
eyeSpacePos = (gl_ModelViewMatrix * pos).xyz;
eyeSpaceNormal = (gl_NormalMatrix * normal).xyz;
}

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