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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data/shaders/glsl/base/generate-spirv.bat
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data/shaders/glsl/base/generate-spirv.bat
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glslangvalidator -V textoverlay.vert -o textoverlay.vert.spv
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glslangvalidator -V textoverlay.frag -o textoverlay.frag.spv
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data/shaders/glsl/base/textoverlay.frag
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data/shaders/glsl/base/textoverlay.frag
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#version 450 core
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layout (location = 0) in vec2 inUV;
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layout (binding = 0) uniform sampler2D samplerFont;
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layout (location = 0) out vec4 outFragColor;
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void main(void)
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{
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float color = texture(samplerFont, inUV).r;
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outFragColor = vec4(vec3(color), 1.0);
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}
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data/shaders/glsl/base/textoverlay.frag.spv
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data/shaders/glsl/base/textoverlay.frag.spv
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data/shaders/glsl/base/textoverlay.vert
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data/shaders/glsl/base/textoverlay.vert
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#version 450 core
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layout (location = 0) in vec2 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 0) out vec2 outUV;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main(void)
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{
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gl_Position = vec4(inPos, 0.0, 1.0);
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outUV = inUV;
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}
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data/shaders/glsl/base/textoverlay.vert.spv
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data/shaders/glsl/base/textoverlay.vert.spv
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data/shaders/glsl/base/uioverlay.frag
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data/shaders/glsl/base/uioverlay.frag
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#version 450
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layout (binding = 0) uniform sampler2D fontSampler;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in vec4 inColor;
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layout (location = 0) out vec4 outColor;
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void main()
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{
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outColor = inColor * texture(fontSampler, inUV);
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}
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data/shaders/glsl/base/uioverlay.frag.spv
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data/shaders/glsl/base/uioverlay.frag.spv
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data/shaders/glsl/base/uioverlay.vert
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data/shaders/glsl/base/uioverlay.vert
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#version 450
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layout (location = 0) in vec2 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec4 inColor;
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layout (push_constant) uniform PushConstants {
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vec2 scale;
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vec2 translate;
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} pushConstants;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out vec4 outColor;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outUV = inUV;
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outColor = inColor;
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gl_Position = vec4(inPos * pushConstants.scale + pushConstants.translate, 0.0, 1.0);
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}
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data/shaders/glsl/base/uioverlay.vert.spv
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data/shaders/glsl/base/uioverlay.vert.spv
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