Binary that renders a triangle using Open GL, scans the resulting image to a PNG, and makes an occlusion query to determine the number of fragments shaded. To be used as reference when developing Turnip.
Du kan inte välja fler än 25 ämnen Ämnen måste starta med en bokstav eller siffra, kan innehålla bindestreck ('-') och vara max 35 tecken långa.

occlusion.vert 555B

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  1. #version 310 es
  2. precision mediump float;
  3. layout(location = 0) out vec3 fragColor;
  4. vec3 positions[6] = vec3[](
  5. vec3(0.5, -0.5, 0.5),
  6. vec3(0.5, 0.5, 0.5),
  7. vec3(-0.5, 0.5, 0.5),
  8. vec3(-0.5, -0.5, 0.6),
  9. vec3(0.5, 0.5, 0.6),
  10. vec3(-0.5, 0.5, 0.6)
  11. );
  12. vec3 colors[6] = vec3[](
  13. vec3(1.0, 0.0, 0.0),
  14. vec3(1.0, 0.0, 0.0),
  15. vec3(1.0, 0.0, 0.0),
  16. vec3(0.0, 1.0, 0.0),
  17. vec3(0.0, 1.0, 0.0),
  18. vec3(0.0, 1.0, 0.0)
  19. );
  20. void main() {
  21. gl_Position = vec4(positions[gl_VertexID], 1.0);
  22. fragColor = colors[gl_VertexID];
  23. }