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

@ -1,44 +0,0 @@
#version 450
layout (local_size_x = 16, local_size_y = 16) in;
layout (binding = 0, rgba8) uniform readonly image2D inputImage;
layout (binding = 1, rgba8) uniform image2D resultImage;
float conv(in float[9] kernel, in float[9] data, in float denom, in float offset)
{
float res = 0.0;
for (int i=0; i<9; ++i)
{
res += kernel[i] * data[i];
}
return clamp(res/denom + offset, 0.0, 1.0);
}
struct ImageData
{
float avg[9];
} imageData;
void main()
{
// Fetch neighbouring texels
int n = -1;
for (int i=-1; i<2; ++i)
{
for(int j=-1; j<2; ++j)
{
n++;
vec3 rgb = imageLoad(inputImage, ivec2(gl_GlobalInvocationID.x + i, gl_GlobalInvocationID.y + j)).rgb;
imageData.avg[n] = (rgb.r + rgb.g + rgb.b) / 3.0;
}
}
float[9] kernel;
kernel[0] = -1.0; kernel[1] = 0.0; kernel[2] = 0.0;
kernel[3] = 0.0; kernel[4] = -1.0; kernel[5] = 0.0;
kernel[6] = 0.0; kernel[7] = 0.0; kernel[8] = 2.0;
vec4 res = vec4(vec3(conv(kernel, imageData.avg, 1.0, 0.50)), 1.0);
imageStore(resultImage, ivec2(gl_GlobalInvocationID.xy), res);
}