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
122
data/shaders/glsl/computecullandlod/cull.comp
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122
data/shaders/glsl/computecullandlod/cull.comp
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#version 450
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layout (constant_id = 0) const int MAX_LOD_LEVEL = 5;
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struct InstanceData
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{
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vec3 pos;
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float scale;
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};
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// Binding 0: Instance input data for culling
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layout (binding = 0, std140) buffer Instances
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{
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InstanceData instances[ ];
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};
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// Same layout as VkDrawIndexedIndirectCommand
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struct IndexedIndirectCommand
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{
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uint indexCount;
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uint instanceCount;
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uint firstIndex;
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uint vertexOffset;
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uint firstInstance;
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};
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// Binding 1: Multi draw output
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layout (binding = 1, std430) writeonly buffer IndirectDraws
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{
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IndexedIndirectCommand indirectDraws[ ];
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};
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// Binding 2: Uniform block object with matrices
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layout (binding = 2) uniform UBO
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{
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mat4 projection;
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mat4 modelview;
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vec4 cameraPos;
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vec4 frustumPlanes[6];
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} ubo;
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// Binding 3: Indirect draw stats
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layout (binding = 3) buffer UBOOut
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{
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uint drawCount;
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uint lodCount[MAX_LOD_LEVEL + 1];
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} uboOut;
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// Binding 4: level-of-detail information
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struct LOD
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{
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uint firstIndex;
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uint indexCount;
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float distance;
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float _pad0;
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};
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layout (binding = 4) readonly buffer LODs
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{
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LOD lods[ ];
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};
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layout (local_size_x = 16) in;
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bool frustumCheck(vec4 pos, float radius)
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{
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// Check sphere against frustum planes
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for (int i = 0; i < 6; i++)
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{
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if (dot(pos, ubo.frustumPlanes[i]) + radius < 0.0)
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{
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return false;
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}
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}
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return true;
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}
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layout (local_size_x = 16) in;
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void main()
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{
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uint idx = gl_GlobalInvocationID.x + gl_GlobalInvocationID.y * gl_NumWorkGroups.x * gl_WorkGroupSize.x;
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// Clear stats on first invocation
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if (idx == 0)
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{
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atomicExchange(uboOut.drawCount, 0);
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for (uint i = 0; i < MAX_LOD_LEVEL + 1; i++)
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{
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atomicExchange(uboOut.lodCount[i], 0);
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}
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}
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vec4 pos = vec4(instances[idx].pos.xyz, 1.0);
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// Check if object is within current viewing frustum
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if (frustumCheck(pos, 1.0))
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{
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indirectDraws[idx].instanceCount = 1;
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// Increase number of indirect draw counts
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atomicAdd(uboOut.drawCount, 1);
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// Select appropriate LOD level based on distance to camera
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uint lodLevel = MAX_LOD_LEVEL;
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for (uint i = 0; i < MAX_LOD_LEVEL; i++)
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{
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if (distance(instances[idx].pos.xyz, ubo.cameraPos.xyz) < lods[i].distance)
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{
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lodLevel = i;
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break;
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}
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}
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indirectDraws[idx].firstIndex = lods[lodLevel].firstIndex;
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indirectDraws[idx].indexCount = lods[lodLevel].indexCount;
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// Update stats
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atomicAdd(uboOut.lodCount[lodLevel], 1);
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}
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else
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{
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indirectDraws[idx].instanceCount = 0;
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}
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}
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BIN
data/shaders/glsl/computecullandlod/cull.comp.spv
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data/shaders/glsl/computecullandlod/cull.comp.spv
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data/shaders/glsl/computecullandlod/indirectdraw.frag
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data/shaders/glsl/computecullandlod/indirectdraw.frag
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#version 450
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec3 inViewVec;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 ambient = vec3(0.25);
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vec3 diffuse = vec3(max(dot(N, L), 0.0));
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outFragColor = vec4((ambient + diffuse) * inColor, 1.0);
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}
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data/shaders/glsl/computecullandlod/indirectdraw.frag.spv
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data/shaders/glsl/computecullandlod/indirectdraw.frag.spv
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data/shaders/glsl/computecullandlod/indirectdraw.vert
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data/shaders/glsl/computecullandlod/indirectdraw.vert
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#version 450
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// Vertex attributes
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec3 inColor;
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// Instanced attributes
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layout (location = 4) in vec3 instancePos;
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layout (location = 5) in float instanceScale;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 modelview;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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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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outColor = inColor;
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outNormal = inNormal;
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vec4 pos = vec4((inPos.xyz * instanceScale) + instancePos, 1.0);
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gl_Position = ubo.projection * ubo.modelview * pos;
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vec4 wPos = ubo.modelview * vec4(pos.xyz, 1.0);
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vec4 lPos = vec4(0.0, 10.0, 50.0, 1.0);
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outLightVec = lPos.xyz - pos.xyz;
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outViewVec = -pos.xyz;
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}
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BIN
data/shaders/glsl/computecullandlod/indirectdraw.vert.spv
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data/shaders/glsl/computecullandlod/indirectdraw.vert.spv
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