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:
parent
cac1d2e850
commit
ca884587a4
1043 changed files with 1207 additions and 1201 deletions
|
|
@ -1,30 +0,0 @@
|
|||
// Copyright 2020 Google LLC
|
||||
|
||||
Texture2D textureColor : register(t1);
|
||||
SamplerState samplerColor : register(s1);
|
||||
|
||||
struct UBO
|
||||
{
|
||||
float4 outlineColor;
|
||||
float outlineWidth;
|
||||
float outline;
|
||||
};
|
||||
|
||||
cbuffer ubo : register(b2) { UBO ubo; }
|
||||
|
||||
float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
|
||||
{
|
||||
float dist = textureColor.Sample(samplerColor, inUV).a;
|
||||
float smoothWidth = fwidth(dist);
|
||||
float alpha = smoothstep(0.5 - smoothWidth, 0.5 + smoothWidth, dist);
|
||||
float3 rgb = alpha.xxx;
|
||||
|
||||
if (ubo.outline > 0.0)
|
||||
{
|
||||
float w = 1.0 - ubo.outlineWidth;
|
||||
alpha = smoothstep(w - smoothWidth, w + smoothWidth, dist);
|
||||
rgb += lerp(alpha.xxx, ubo.outlineColor.rgb, alpha);
|
||||
}
|
||||
|
||||
return float4(rgb, alpha);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue