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
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1043 changed files with 1207 additions and 1201 deletions
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#version 450
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layout (binding = 1) uniform sampler2D samplerposition;
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layout (binding = 2) uniform sampler2D samplerNormal;
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layout (binding = 3) uniform sampler2D samplerAlbedo;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragcolor;
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struct Light {
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vec4 position;
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vec3 color;
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float radius;
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};
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layout (binding = 4) uniform UBO
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{
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Light lights[6];
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vec4 viewPos;
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} ubo;
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void main()
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{
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// Get G-Buffer values
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vec3 fragPos = texture(samplerposition, inUV).rgb;
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vec3 normal = texture(samplerNormal, inUV).rgb;
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vec4 albedo = texture(samplerAlbedo, inUV);
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#define lightCount 6
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#define ambient 0.0
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// Ambient part
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vec3 fragcolor = albedo.rgb * ambient;
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for(int i = 0; i < lightCount; ++i)
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{
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// Vector to light
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vec3 L = ubo.lights[i].position.xyz - fragPos;
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// Distance from light to fragment position
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float dist = length(L);
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// Viewer to fragment
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vec3 V = ubo.viewPos.xyz - fragPos;
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V = normalize(V);
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//if(dist < ubo.lights[i].radius)
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{
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// Light to fragment
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L = normalize(L);
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// Attenuation
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float atten = ubo.lights[i].radius / (pow(dist, 2.0) + 1.0);
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// Diffuse part
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vec3 N = normalize(normal);
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float NdotL = max(0.0, dot(N, L));
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vec3 diff = ubo.lights[i].color * albedo.rgb * NdotL * atten;
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// Specular part
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// Specular map values are stored in alpha of albedo mrt
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vec3 R = reflect(-L, N);
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float NdotR = max(0.0, dot(R, V));
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vec3 spec = ubo.lights[i].color * albedo.a * pow(NdotR, 16.0) * atten;
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fragcolor += diff + spec;
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}
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}
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outFragcolor = vec4(fragcolor, 1.0);
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}
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