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
|
|
@ -1,25 +0,0 @@
|
|||
// Copyright 2020 Google LLC
|
||||
|
||||
Texture2DArray textureView : register(t1);
|
||||
SamplerState samplerView : register(s1);
|
||||
|
||||
struct UBO
|
||||
{
|
||||
[[vk::offset(272)]] float distortionAlpha;
|
||||
};
|
||||
|
||||
cbuffer ubo : register(b0) { UBO ubo; }
|
||||
|
||||
[[vk::constant_id(0)]] const float VIEW_LAYER = 0.0f;
|
||||
|
||||
float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
|
||||
{
|
||||
const float alpha = ubo.distortionAlpha;
|
||||
|
||||
float2 p1 = float2(2.0 * inUV - 1.0);
|
||||
float2 p2 = p1 / (1.0 - alpha * length(p1));
|
||||
p2 = (p2 + 1.0) * 0.5;
|
||||
|
||||
bool inside = ((p2.x >= 0.0) && (p2.x <= 1.0) && (p2.y >= 0.0 ) && (p2.y <= 1.0));
|
||||
return inside ? textureView.Sample(samplerView, float3(p2, VIEW_LAYER)) : float4(0.0, 0.0, 0.0, 0.0);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue