File: montecarlo.vert

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nvidia-cuda-samples 12.4.1~dfsg-1
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/* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 *  * Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 *  * Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 *  * Neither the name of NVIDIA CORPORATION nor the names of its
 *    contributors may be used to endorse or promote products derived
 *    from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
 * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */
 
#version 450
#extension GL_ARB_separate_shader_objects : enable

layout(binding = 0) uniform UniformBufferObject {
    float frame;
} ubo;

layout(location = 0) in float pointInsideCircle;
layout(location = 1) in vec2 xyPos;
 
layout(location = 0) out vec3 fragColor;
 
const float PI = 3.1415926;
 
out gl_PerVertex
{
    vec4 gl_Position;
    float gl_PointSize;
};
 
void main() {
    gl_PointSize = 1.0;
    gl_Position = vec4(xyPos.xy, 0.0f, 1.0f);
    float color_r = 1.0f + 0.5f * sin(ubo.frame / 100.0f);
    float color_g = 1.0f + 0.5f * sin((ubo.frame / 100.0f) + (2.0f*PI/3.0f));
    float color_b = 1.0f;
    fragColor = vec3(pointInsideCircle.x * color_r, pointInsideCircle.x * color_g, color_b);
}