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https://github.com/slendidev/lunar.git
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23
shaders/gradient.comp
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23
shaders/gradient.comp
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#version 460
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layout (local_size_x = 16, local_size_y = 16) in;
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layout(rgba16f, set = 0, binding = 0) uniform image2D image;
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void main() {
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ivec2 texelCoord = ivec2(gl_GlobalInvocationID.xy);
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ivec2 size = imageSize(image);
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if (texelCoord.x >= size.x || texelCoord.y >= size.y)
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return;
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vec2 uv = (vec2(texelCoord) + 0.5) / vec2(size);
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float v = sin(uv.x * 10.0) + cos(uv.y * 10.0);
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float r = 0.5 + 0.5 * cos(6.2831 * (uv.x + v));
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float g = 0.5 + 0.5 * cos(6.2831 * (uv.y + v + 0.33));
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float b = 0.5 + 0.5 * cos(6.2831 * (uv.x - uv.y + 0.66));
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vec4 color = vec4(r, g, b, 1.0);
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imageStore(image, texelCoord, color);
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}
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30
shaders/meson.build
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30
shaders/meson.build
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fs = import('fs')
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glslc = find_program('glslc', required : false)
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glslang = find_program('glslangValidator', required : false)
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if glslc.found()
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shader_compiler = glslc
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shader_compile_cmd = [shader_compiler, '-o', '@OUTPUT@', '@INPUT@']
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elif glslang.found()
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shader_compiler = glslang
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shader_compile_cmd = [shader_compiler, '-V', '@INPUT@', '-o', '@OUTPUT@']
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else
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error('Either glslc or glslangValidator is required to build shaders')
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endif
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shader_sources = files(
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'gradient.comp',
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)
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spirv_shaders = []
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foreach shader : shader_sources
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shader_name = fs.stem(shader)
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spirv_shaders += custom_target(
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shader_name + '_spv',
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input : shader,
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output : shader_name + '.spv',
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command : shader_compile_cmd,
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build_by_default : true,
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)
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endforeach
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