Move shaders into glsl and hlsl directories

Move `data/shaders` to `data/shaders/glsl`
Move `data/hlsl` to `data/shaders/hlsl`

Fix up shader paths in the cpp files to point to the new glsl location.

`data/shaders/hlsl/compile.py` still overwrites the glsl .spv files (for
now).

Issue: #723
This commit is contained in:
Ben Clayton 2020-05-29 16:08:53 +01:00
parent cac1d2e850
commit ca884587a4
1043 changed files with 1207 additions and 1201 deletions

View file

@ -1,52 +0,0 @@
// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float4 Pos : POSITION0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
[[vk::location(2)]] float3 Color : COLOR0;
[[vk::location(3)]] float3 Normal : NORMAL0;
[[vk::location(4)]] float3 Tangent : TEXCOORD1;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 view;
float4 instancePos[3];
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
[[vk::location(2)]] float3 Color : COLOR0;
[[vk::location(3)]] float3 WorldPos : POSITION0;
[[vk::location(4)]] float3 Tangent : TEXCOORD1;
};
VSOutput main(VSInput input, uint InstanceIndex : SV_InstanceID)
{
VSOutput output = (VSOutput)0;
float4 tmpPos = input.Pos + ubo.instancePos[InstanceIndex];
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, tmpPos)));
output.UV = input.UV;
output.UV.y = 1.0 - output.UV.y;
// Vertex position in world space
output.WorldPos = mul(ubo.model, tmpPos).xyz;
// Normal in world space
output.Normal = normalize(input.Normal);
output.Tangent = normalize(input.Tangent);
// Currently just vertex color
output.Color = input.Color;
return output;
}