blob: 05e8bbd5c69bf3c18d29c6ae651d43e67adf61c3 [file] [log] [blame]
# Copyright 2018 The Amber Authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# https://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
[require]
vertexPipelineStoresAndAtomics
[vertex shader]
#version 430
layout(location = 0) in vec4 position;
layout(location = 1) in vec4 vert_color;
layout(location = 0) out vec4 frag_color;
layout(set = 0, binding = 0) uniform block0 {
vec4 ubo_addon0;
vec4 ubo_addon1;
};
layout(set = 1, binding = 0) uniform block1 {
float ubo_data_set1_binding0[11];
};
layout(set = 1, binding = 2) buffer block2 {
float ssbo_data_set1_binding2[11];
};
layout(set = 2, binding = 1) uniform block3 {
float ubo_data_set2_binding1[11];
};
layout(set = 2, binding = 3) buffer block4 {
float ssbo_data_set2_binding3[11];
};
void main() {
gl_Position = position;
frag_color = vert_color + (ubo_addon0 + ubo_addon1) / 2.0f;
for (int i = 0; i < 11; ++i) {
ssbo_data_set1_binding2[i] = ubo_data_set2_binding1[i];
ssbo_data_set2_binding3[i] = ubo_data_set1_binding0[i];
}
}
[fragment shader]
#version 430
layout(location = 0) in vec4 frag_color;
layout(location = 0) out vec4 final_color;
void main() {
final_color = frag_color;
}
[vertex data]
# position vert_color
0/R32G32_SFLOAT 1/R32G32B32A32_SFLOAT
# R32 G32 R32 G32 B32 B32
-1.0 -1.0 0.5 0.25 0.125 0
1.0 1.0 0.5 0.25 0.125 0
-1.0 1.0 0.5 0.25 0.125 0
-1.0 -1.0 0.5 0.25 0.125 0
1.0 1.0 0.5 0.25 0.125 0
1.0 -1.0 0.5 0.25 0.125 0
[test]
clear
uniform ubo 0:0 vec4 0 0.1 0.2 0.3 0.4
uniform ubo 0:0 vec4 16 0.9 0.8 0.7 0.6
uniform ubo 1:0 float 0 0.1 0 0 0 \
0.2 0 0 0 \
0.3 0 0 0 \
0.4 0 0 0 \
0.5 0 0 0 \
0.6 0 0 0 \
0.7 0 0 0 \
0.8 0 0 0 \
0.9 0 0 0 \
0.10 0 0 0 \
0.11 0 0 0
ssbo 1:2 subdata float 0 0.1 0.2 0.3 0.4 \
0.5 0.6 0.7 0.8 \
0.9 0.10 0.11
uniform ubo 2:1 float 0 0.1 0 0 0 \
0.2 0 0 0 \
0.3 0 0 0 \
0.4 0 0 0 \
0.5 0 0 0 \
0.6 0 0 0 \
0.7 0 0 0 \
0.8 0 0 0 \
0.9 0 0 0 \
0.10 0 0 0 \
0.11 0 0 0
ssbo 2:3 subdata float 0 0.1 0.2 0.3 0.4 \
0.5 0.6 0.7 0.8 \
0.9 0.10 0.11
draw arrays TRIANGLE_LIST 0 6
relative probe rect rgba (0.0, 0.0, 1.0, 1.0) (1.0, 0.75, 0.625, 0.5)
uniform ubo 0:0 vec4 0 0.5 0.5 0.25 1.0 \
0.3 0.2 0.1 0.4
ssbo 1:2 subdata float 0 0.57 0.56 0.55 0.54 \
0.53 0.52 0.51 0.50 \
0.49 0.48 0.47
uniform ubo 2:1 float 0 0.21 0 0 0 \
0.22 0 0 0 \
0.23 0 0 0 \
0.24 0 0 0 \
0.25 0 0 0 \
0.26 0 0 0 \
0.27 0 0 0 \
0.28 0 0 0 \
0.29 0 0 0 \
0.30 0 0 0 \
0.31 0 0 0
ssbo 2:3 subdata float 0 0.23 0.229 0.228 0.227 \
0.226 0.225 0.224 0.223 \
0.222 0.221 0.22
draw arrays TRIANGLE_LIST 0 6
relative probe rect rgba (0.0, 0.0, 1.0, 1.0) (0.9, 0.6, 0.3, 0.7)
probe ssbo float 1:2 0 ~= 0.21 0.22 0.23 0.24 \
0.25 0.26 0.27 0.28 \
0.29 0.30 0.31
probe ssbo float 2:3 0 ~= 0.1 0.2 0.3 0.4 \
0.5 0.6 0.7 0.8 \
0.9 0.10 0.11
uniform ubo 0:0 vec4 0 0.5 0.5 0.35 0.6 \
0.1 0.4 0.1 0.4
draw arrays TRIANGLE_LIST 0 6
relative probe rect rgba (0.0, 0.0, 1.0, 1.0) (0.8, 0.7, 0.35, 0.5)