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
5
data/shaders/glsl/computeparticles/generate-spirv.bat
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data/shaders/glsl/computeparticles/generate-spirv.bat
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glslangvalidator -V particle.frag -o particle.frag.spv
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glslangvalidator -V particle.vert -o particle.vert.spv
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glslangvalidator -V particle.comp -o particle.comp.spv
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data/shaders/glsl/computeparticles/particle.comp
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data/shaders/glsl/computeparticles/particle.comp
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#version 450
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struct Particle
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{
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vec2 pos;
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vec2 vel;
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vec4 gradientPos;
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};
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// Binding 0 : Position storage buffer
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layout(std140, binding = 0) buffer Pos
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{
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Particle particles[ ];
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};
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layout (local_size_x = 256) in;
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layout (binding = 1) uniform UBO
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{
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float deltaT;
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float destX;
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float destY;
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int particleCount;
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} ubo;
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vec2 attraction(vec2 pos, vec2 attractPos)
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{
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vec2 delta = attractPos - pos;
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const float damp = 0.5;
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float dDampedDot = dot(delta, delta) + damp;
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float invDist = 1.0f / sqrt(dDampedDot);
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float invDistCubed = invDist*invDist*invDist;
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return delta * invDistCubed * 0.0035;
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}
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vec2 repulsion(vec2 pos, vec2 attractPos)
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{
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vec2 delta = attractPos - pos;
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float targetDistance = sqrt(dot(delta, delta));
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return delta * (1.0 / (targetDistance * targetDistance * targetDistance)) * -0.000035;
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}
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void main()
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{
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// Current SSBO index
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uint index = gl_GlobalInvocationID.x;
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// Don't try to write beyond particle count
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if (index >= ubo.particleCount)
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return;
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// Read position and velocity
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vec2 vVel = particles[index].vel.xy;
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vec2 vPos = particles[index].pos.xy;
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vec2 destPos = vec2(ubo.destX, ubo.destY);
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vec2 delta = destPos - vPos;
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float targetDistance = sqrt(dot(delta, delta));
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vVel += repulsion(vPos, destPos.xy) * 0.05;
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// Move by velocity
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vPos += vVel * ubo.deltaT;
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// collide with boundary
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if ((vPos.x < -1.0) || (vPos.x > 1.0) || (vPos.y < -1.0) || (vPos.y > 1.0))
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vVel = (-vVel * 0.1) + attraction(vPos, destPos) * 12;
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else
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particles[index].pos.xy = vPos;
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// Write back
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particles[index].vel.xy = vVel;
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particles[index].gradientPos.x += 0.02 * ubo.deltaT;
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if (particles[index].gradientPos.x > 1.0)
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particles[index].gradientPos.x -= 1.0;
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}
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data/shaders/glsl/computeparticles/particle.comp.spv
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data/shaders/glsl/computeparticles/particle.comp.spv
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data/shaders/glsl/computeparticles/particle.frag
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data/shaders/glsl/computeparticles/particle.frag
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#version 450
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layout (binding = 0) uniform sampler2D samplerColorMap;
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layout (binding = 1) uniform sampler2D samplerGradientRamp;
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layout (location = 0) in vec4 inColor;
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layout (location = 1) in float inGradientPos;
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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 color = texture(samplerGradientRamp, vec2(inGradientPos, 0.0)).rgb;
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outFragColor.rgb = texture(samplerColorMap, gl_PointCoord).rgb * color;
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}
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data/shaders/glsl/computeparticles/particle.frag.spv
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data/shaders/glsl/computeparticles/particle.frag.spv
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data/shaders/glsl/computeparticles/particle.vert
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data/shaders/glsl/computeparticles/particle.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 vec4 inGradientPos;
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layout (location = 0) out vec4 outColor;
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layout (location = 1) out float outGradientPos;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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void main ()
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{
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gl_PointSize = 8.0;
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outColor = vec4(0.035);
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outGradientPos = inGradientPos.x;
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gl_Position = vec4(inPos.xy, 1.0, 1.0);
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}
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data/shaders/glsl/computeparticles/particle.vert.spv
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data/shaders/glsl/computeparticles/particle.vert.spv
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