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

@ -1,42 +0,0 @@
// Copyright 2020 Google LLC
Texture2D textureColor : register(t1);
SamplerState samplerColor : register(s1);
struct VSOutput
{
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float4 ProjCoord : POSITION0;
};
float4 main(VSOutput input, bool FrontFacing : SV_IsFrontFace) : SV_TARGET
{
float4 tmp = (1.0 / input.ProjCoord.w).xxxx;
float4 projCoord = input.ProjCoord * tmp;
// Scale and bias
projCoord += float4(1.0, 1.0, 1.0, 1.0);
projCoord *= float4(0.5, 0.5, 0.5, 0.5);
// Slow single pass blur
// For demonstration purposes only
const float blurSize = 1.0 / 512.0;
float4 color = float4(float3(0.0, 0.0, 0.0), 1.);
if (FrontFacing)
{
// Only render mirrored scene on front facing (upper) side of mirror surface
float4 reflection = float4(0.0, 0.0, 0.0, 0.0);
for (int x = -3; x <= 3; x++)
{
for (int y = -3; y <= 3; y++)
{
reflection += textureColor.Sample(samplerColor, float2(projCoord.x + x * blurSize, projCoord.y + y * blurSize)) / 49.0;
}
}
color += reflection;
}
return color;
}