qt 6.5.1 original

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kleuter
2023-10-29 23:33:08 +01:00
parent 71d22ab6b0
commit 85d238dfda
21202 changed files with 5499099 additions and 0 deletions

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:: Copyright (C) 2019 The Qt Company Ltd.
:: SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o simple.vert.qsb simple.vert
qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o simple.frag.qsb simple.frag
qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o simpletextured.vert.qsb simpletextured.vert
qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o simpletextured.frag.qsb simpletextured.frag
qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 20 -o simpletextured_array.frag.qsb simpletextured_array.frag
qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o simpletextured_separate.frag.qsb simpletextured_separate.frag
qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o textured.vert.qsb textured.vert
qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o textured.frag.qsb textured.frag
qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o textured_multiubuf.vert.qsb textured_multiubuf.vert
qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o textured_multiubuf.frag.qsb textured_multiubuf.frag
qsb --glsl 320es,410 --msl 12 --msltess simpletess.vert -o simpletess.vert.qsb
qsb --glsl 320es,410 --msl 12 --tess-mode triangles simpletess.tesc -o simpletess.tesc.qsb
qsb --glsl 320es,410 --msl 12 --tess-vertex-count 3 simpletess.tese -o simpletess.tese.qsb
qsb --glsl 320es,410 --msl 12 simpletess.frag -o simpletess.frag.qsb

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#version 440
layout(location = 0) out vec4 fragColor;
void main()
{
fragColor = vec4(1.0, 0.0, 0.0, 1.0);
}

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#version 440
layout(location = 0) in vec4 position;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
gl_Position = position;
}

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#version 440
layout(location = 0) in vec3 v_color;
layout(location = 0) out vec4 fragColor;
void main()
{
fragColor = vec4(v_color, 1.0);
}

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#version 440
layout(vertices = 3) out;
layout(location = 0) in vec3 inColor[];
layout(location = 0) out vec3 outColor[];
layout(location = 1) patch out float a_per_patch_output_variable;
void main()
{
if (gl_InvocationID == 0) {
gl_TessLevelOuter[0] = 4.0;
gl_TessLevelOuter[1] = 4.0;
gl_TessLevelOuter[2] = 4.0;
gl_TessLevelInner[0] = 4.0;
}
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
outColor[gl_InvocationID] = inColor[gl_InvocationID];
a_per_patch_output_variable = 1.0;
}

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#version 440
layout(triangles, fractional_odd_spacing, ccw) in;
layout(location = 0) in vec3 inColor[];
layout(location = 0) out vec3 outColor;
layout(location = 1) patch in float a_per_patch_output_variable;
layout(std140, binding = 0) uniform buf {
mat4 mvp;
};
void main()
{
gl_Position = mvp * ((gl_TessCoord.x * gl_in[0].gl_Position) + (gl_TessCoord.y * gl_in[1].gl_Position) + (gl_TessCoord.z * gl_in[2].gl_Position));
outColor = gl_TessCoord.x * inColor[0] + gl_TessCoord.y * inColor[1] + gl_TessCoord.z * inColor[2] * a_per_patch_output_variable;
}

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#version 440
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 color;
layout(location = 0) out vec3 v_color;
void main()
{
gl_Position = vec4(position, 1.0);
v_color = color;
}

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#version 440
layout(location = 0) in vec2 uv;
layout(location = 0) out vec4 fragColor;
layout(binding = 0) uniform sampler2D tex;
void main()
{
vec4 c = texture(tex, uv);
c.rgb *= c.a;
fragColor = c;
}

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#version 440
layout(location = 0) in vec4 position;
layout(location = 1) in vec2 texcoord;
layout(location = 0) out vec2 uv;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
uv = texcoord;
gl_Position = position;
}

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#version 440
layout(location = 0) in vec2 uv;
layout(location = 0) out vec4 fragColor;
layout(binding = 0) uniform sampler2D tex[3];
void main()
{
vec4 c0 = texture(tex[0], uv);
vec4 c1 = texture(tex[1], uv);
vec4 c2 = texture(tex[2], uv);
vec4 cc = c0 + c1 + c2;
vec4 c = vec4(clamp(cc.r, 0.0, 1.0), clamp(cc.g, 0.0, 1.0), clamp(cc.b, 0.0, 1.0), clamp(cc.a, 0.0, 1.0));
c.rgb *= c.a;
fragColor = c;
}

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#version 440
layout(location = 0) in vec2 uv;
layout(location = 0) out vec4 fragColor;
layout(binding = 3) uniform texture2D tex;
layout(binding = 5) uniform sampler samp;
void main()
{
vec4 c = texture(sampler2D(tex, samp), uv);
c.rgb *= c.a;
fragColor = c;
}

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#version 440
layout(location = 0) in vec2 uv;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
mat4 matrix;
float opacity;
} ubuf;
layout(binding = 1) uniform sampler2D tex;
void main()
{
vec4 c = texture(tex, uv);
c.a *= ubuf.opacity;
c.rgb *= c.a;
fragColor = c;
}

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#version 440
layout(location = 0) in vec4 position;
layout(location = 1) in vec2 texcoord;
layout(location = 0) out vec2 uv;
layout(std140, binding = 0) uniform buf {
mat4 matrix;
float opacity;
} ubuf;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
uv = texcoord;
gl_Position = ubuf.matrix * position;
}

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#version 440
layout(location = 0) in vec2 uv;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 1) uniform buf {
float opacity;
} fubuf;
layout(binding = 2) uniform sampler2D tex;
void main()
{
vec4 c = texture(tex, uv);
c.a *= fubuf.opacity;
c.rgb *= c.a;
fragColor = c;
}

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#version 440
layout(location = 0) in vec4 position;
layout(location = 1) in vec2 texcoord;
layout(location = 0) out vec2 uv;
layout(std140, binding = 0) uniform buf {
mat4 matrix;
} vubuf;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
uv = texcoord;
gl_Position = vubuf.matrix * position;
}