Update:
Steps to launch this shader in Khronos example:
- clone and build https://github.com/KhronosGroup/Vulkan-Samples
- edit shader code
Vulkan-Samples/shaders/texture_loading/texture.frag
to this:
#version 450
/* Copyright (c) 2019, Sascha Willems
*
* SPDX-License-Identifier: Apache-2.0
*
* 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
*
* http://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.
*/
layout (binding = 1) uniform sampler2D samplerColor;
layout (location = 0) in vec2 inUV;
layout (location = 1) in float inLodBias;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy;
vec3 color = vec3(0.0);
float time = 1.;
vec2 ipos = floor(uv);
float pct = 1.0;
vec2 pv=mod(ipos ,vec2(1.));
pct *= pv.y;
if ((ipos.y > 0.0) || (ipos.x < fract(time))) {
color = vec3(pct);
}
fragColor = vec4(color, 1.0);
}
void main()
{
vec4 c=vec4(0.);
mainImage(c,inUV*512.);
outFragColor = c;
//vec4 color = texture(samplerColor, inUV, inLodBias);
//vec3 N = normalize(inNormal);
//vec3 L = normalize(inLightVec);
//vec3 V = normalize(inViewVec);
//vec3 R = reflect(-L, N);
//vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
//float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a;
//outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
}
this is 1:1 linked shadertoy code copy
3. launch
./build/linux/app/bin/Release/x86_64/vulkan_samples --sample texture_loading
result image link
result video link