50 lines
1.2 KiB
Text
50 lines
1.2 KiB
Text
#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#define WORKGROUP_SIZE 32
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layout (local_size_x = WORKGROUP_SIZE, local_size_y = WORKGROUP_SIZE, local_size_z = 1 ) in;
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layout(rgba32f, binding = 0) uniform image2D resultImage;
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layout( push_constant ) uniform Constants {
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float time;
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int frame;
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int width;
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int height;
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} PushConstant;
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float iTime;
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int iFrame;
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vec3 iResolution;
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vec4 iMouse;
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void mainImage( out vec4 fragColor, in vec2 fragCoord );
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void main()
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{
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iTime = PushConstant.time;
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iFrame = PushConstant.frame;
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iResolution = vec3(float(PushConstant.width), float(PushConstant.height), 0.0);
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iMouse = vec4(0.0, 0.0, 0.0, 0.0);
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vec2 coord = vec2(float(gl_GlobalInvocationID.x),
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iResolution.y - float(gl_GlobalInvocationID.y));
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vec4 outColor;
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if(coord.x >= iResolution.x || coord.y >= iResolution.y)
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return;
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mainImage(outColor, coord);
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imageStore(resultImage, ivec2(gl_GlobalInvocationID.xy), outColor);
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}
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//#include "plasma-globe.comp"
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//#include "mandelbrot-distance.comp"
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#include "disk-intersection.comp"
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//#include "ring-twister.comp"
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//#include "gears.comp"
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//#include "protean-clouds.comp"
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//#include "flame.comp"
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//#include "shader.comp"
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//#include "raymarching-primitives.comp"
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//#include "3d-primitives.comp"
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