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@hikiko
hikiko / helloworld.asm
Last active Jul 26, 2019
ASM helloworld (nasm)
View helloworld.asm
;32bit x86 code
[bits 32]
[section .text]
global _start
_start:
;linux specific
;interrupt 80hex for system calls
View nasm Makefile
obj = helloworld.o
bin = helloworld
$(bin): $(obj)
ld -m elf_i386 -o $@ $(obj)
%.o: %.asm
nasm -o $@ -f elf32 $<
.PHONY: clean
@hikiko
hikiko / checkerboard.shader_test.glsl
Created May 29, 2019
vkrunner test that generates a checkerboard pattern
View checkerboard.shader_test.glsl
[require]
fbsize 800 600
[vertex shader passthrough]
[fragment shader]
#version 450
float checkerboard(in vec2 uv)
{
vec2 pos = floor(uv);
@hikiko
hikiko / plasma.shader_test.glsl
Created May 6, 2019
A vkrunner shader test that renders a plasma
View plasma.shader_test.glsl
[require]
fbsize 800 600
[vertex shader passthrough]
[fragment shader]
#version 450
layout(location = 0) out vec4 out_color;
@hikiko
hikiko / tunnel.shader_test.glsl
Created May 6, 2019
A shader test for vkrunner that draws a voronoi tunnel.
View tunnel.shader_test.glsl
[require]
fbsize 800 600
[vertex shader passthrough]
[fragment shader]
#version 450
layout(location = 0) out vec4 out_color;
@hikiko
hikiko / mushroom.shader_test.glsl
Created May 6, 2019
A vkrunner compatible shader_test that draws a field of mushrooms by performing ray marching in distance fields. (WIP)
View mushroom.shader_test.glsl
[require]
fbsize 800 600
[vertex shader passthrough]
[fragment shader]
#version 450
layout(location = 0) out vec4 out_color;
@hikiko
hikiko / fractal.shader_test.glsl
Last active May 6, 2019
A vkrunner compatible shader test that renders a mandelbulb fractal (ray marching).
View fractal.shader_test.glsl
[require]
vulkan 1.1.3
fbsize 800 600
[vertex shader passthrough]
[fragment shader]
#version 450
#define T 0.001 //threshold
@hikiko
hikiko / require.shader_test.glsl
Created May 2, 2019
required.shader_test I use to experiment with the vkrunner version
View require.shader_test.glsl
[require]
vulkan 1.1.3
[vertex shader passthrough]
[fragment shader]
#version 430
layout(location = 0) out vec4 out_color;
@hikiko
hikiko / Makefile
Last active Apr 21, 2019
name it MakefileSimple, put it in VKDF_HOME/demos/sponza
View Makefile
src = $(wildcard *.cpp)
obj = $(src:.cpp=.o)
dep = $(obj.o=.d)
bin = sponza
vkdf_root = ../..
spv = $(patsubst %.input,%.spv,$(wildcard *.input)) \
$(patsubst %.frag,%.frag.spv,$(wildcard *.frag)) \
$(patsubst %.vert,%.vert.spv,$(wildcard *.vert))
@hikiko
hikiko / Makefile
Last active Apr 21, 2019
name it MakefileSimple put it in VKDF_HOME, builds the lib and the data/spirv shaders, generates framework/config.h To run it see the comments.
View Makefile
src = $(filter-out %-sdl.cpp %-glfw.cpp, $(wildcard framework/*.cpp))
obj = $(src:.cpp=.o)
dep = $(obj:.o=.d)
lib_so = libvkdf.so
spv = $(patsubst %.input,%.spv,$(wildcard data/spirv/*.input)) \
$(patsubst %.frag,%.frag.spv,$(wildcard data/spirv/*.frag)) \
$(patsubst %.vert,%.vert.spv,$(wildcard data/spirv/*.vert))
dbg = -g
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