/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of NVIDIA CORPORATION nor the names of its * contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #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; } ubo; layout(location = 0) in float pointInsideCircle; layout(location = 1) in vec2 xyPos; layout(location = 0) out vec3 fragColor; const float PI = 3.1415926; 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; fragColor = vec3(pointInsideCircle.x * color_r, pointInsideCircle.x * color_g, color_b); }