// Copyright(c) 2019, NVIDIA CORPORATION. All rights reserved.
//
// 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
//
//     http://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.
//

#include "vulkan/vulkan.hpp"

#include <string>
#include <vector>

namespace vk
{
  namespace su
  {
    vk::ShaderModule createShaderModule( vk::Device const &      device,
                                         vk::ShaderStageFlagBits shaderStage,
                                         std::string const &     shaderText );

    bool GLSLtoSPV( const vk::ShaderStageFlagBits shaderType,
                    std::string const &           glslShader,
                    std::vector<unsigned int> &   spvShader );
  }  // namespace su
}  // namespace vk

// vertex shader with (P)osition and (C)olor in and (C)olor out
const std::string vertexShaderText_PC_C = R"(
#version 400

#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

layout (std140, binding = 0) uniform buffer
{
  mat4 mvp;
} uniformBuffer;

layout (location = 0) in vec4 pos;
layout (location = 1) in vec4 inColor;

layout (location = 0) out vec4 outColor;

void main()
{
  outColor = inColor;
  gl_Position = uniformBuffer.mvp * pos;
}
)";

// vertex shader with (P)osition and (T)exCoord in and (T)exCoord out
const std::string vertexShaderText_PT_T = R"(
#version 400

#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

layout (std140, binding = 0) uniform buffer
{
  mat4 mvp;
} uniformBuffer;

layout (location = 0) in vec4 pos;
layout (location = 1) in vec2 inTexCoord;

layout (location = 0) out vec2 outTexCoord;

void main()
{
  outTexCoord = inTexCoord;
  gl_Position = uniformBuffer.mvp * pos;
}
)";

// fragment shader with (C)olor in and (C)olor out
const std::string fragmentShaderText_C_C = R"(
#version 400

#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

layout (location = 0) in vec4 color;

layout (location = 0) out vec4 outColor;

void main()
{
  outColor = color;
}
)";

// fragment shader with (T)exCoord in and (C)olor out
const std::string fragmentShaderText_T_C = R"(
#version 400

#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

layout (binding = 1) uniform sampler2D tex;

layout (location = 0) in vec2 inTexCoord;

layout (location = 0) out vec4 outColor;

void main()
{
  outColor = texture(tex, inTexCoord);
}
)";
