#!amber # Copyright 2020 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. SHADER vertex vert_shader PASSTHROUGH SHADER fragment frag_shader_red GLSL #version 430 layout(location = 0) out vec4 color_out; void main() { color_out = vec4(1.0, 0.0, 0.0, 1.0); } END SHADER vertex vert_shader_tex GLSL #version 430 layout(location = 0) in vec4 position; layout(location = 1) in vec2 texcoords_in; layout(location = 0) out vec2 texcoords_out; void main() { gl_Position = position; texcoords_out = texcoords_in; } END SHADER fragment frag_shader_tex GLSL #version 430 layout(location = 0) in vec2 texcoords_in; layout(location = 0) out vec4 color_out; uniform layout(set=0, binding=0) sampler2D tex_sampler_white; uniform layout(set=0, binding=1) sampler2D tex_sampler_black; void main() { // Use a sampler with a white border color for the right // side of the color buffer and a sampler with a black // border color for the left side. if (gl_FragCoord.x > 128.0) color_out = texture(tex_sampler_white, texcoords_in); else color_out = texture(tex_sampler_black, texcoords_in); } END BUFFER texture FORMAT R8G8B8A8_UNORM BUFFER framebuffer FORMAT B8G8R8A8_UNORM # A sampler that generates white when texture coordinates # go out of range [0..1]. SAMPLER sampler_white \ ADDRESS_MODE_U clamp_to_border \ ADDRESS_MODE_V clamp_to_border \ BORDER_COLOR float_opaque_white # A sampler that generates black when texture coordinates # go out of range [0..1]. SAMPLER sampler_black \ ADDRESS_MODE_U clamp_to_border \ ADDRESS_MODE_V clamp_to_border \ BORDER_COLOR float_opaque_black BUFFER position DATA_TYPE vec2 DATA -0.75 -0.75 0.75 -0.75 0.75 0.75 -0.75 0.75 END BUFFER texcoords DATA_TYPE vec2 DATA -0.5 -0.5 1.5 -0.5 1.5 1.5 -0.5 1.5 END # A pipeline for generating a texture. Renders pure red. PIPELINE graphics texgen ATTACH vert_shader ATTACH frag_shader_red FRAMEBUFFER_SIZE 256 256 BIND BUFFER texture AS color LOCATION 0 END # A pipeline for drawing a textured quad using two samplers. PIPELINE graphics pipeline ATTACH vert_shader_tex ATTACH frag_shader_tex BIND BUFFER texture AS combined_image_sampler SAMPLER sampler_white DESCRIPTOR_SET 0 BINDING 0 BIND BUFFER texture AS combined_image_sampler SAMPLER sampler_black DESCRIPTOR_SET 0 BINDING 1 VERTEX_DATA position LOCATION 0 VERTEX_DATA texcoords LOCATION 1 FRAMEBUFFER_SIZE 256 256 BIND BUFFER framebuffer AS color LOCATION 0 END # Generate a texture with a blue background and red quad at the lower right corner. CLEAR_COLOR texgen 0 0 255 255 CLEAR texgen RUN texgen DRAW_RECT POS 128 128 SIZE 128 128 # Clear to green and draw the generated texture in the center of the screen leaving # the background color to the edges. Use texture coordinates that go past the [0..1] # range to show border colors. The left side of the texture is using a sampler with # a black border, and the right side uses a sampler with a white border. CLEAR_COLOR pipeline 0 255 0 255 CLEAR pipeline RUN pipeline DRAW_ARRAY AS TRIANGLE_FAN START_IDX 0 COUNT 4 # Check for the green background. EXPECT framebuffer IDX 1 1 SIZE 1 1 EQ_RGBA 0 255 0 255 # Check for the black border color. EXPECT framebuffer IDX 55 55 SIZE 1 1 EQ_RGBA 0 0 0 255 # Check for the blue part of the texture. EXPECT framebuffer IDX 105 105 SIZE 1 1 EQ_RGBA 0 0 255 255 # Check for the red part of the texture. EXPECT framebuffer IDX 150 150 SIZE 1 1 EQ_RGBA 255 0 0 255 # Check for the white border color. EXPECT framebuffer IDX 200 200 SIZE 1 1 EQ_RGBA 255 255 255 255