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

@ -0,0 +1,5 @@
glslangvalidator -V particle.frag -o particle.frag.spv
glslangvalidator -V particle.vert -o particle.vert.spv
glslangvalidator -V particle.comp -o particle.comp.spv

View file

@ -0,0 +1,76 @@
#version 450
struct Particle
{
vec2 pos;
vec2 vel;
vec4 gradientPos;
};
// Binding 0 : Position storage buffer
layout(std140, binding = 0) buffer Pos
{
Particle particles[ ];
};
layout (local_size_x = 256) in;
layout (binding = 1) uniform UBO
{
float deltaT;
float destX;
float destY;
int particleCount;
} ubo;
vec2 attraction(vec2 pos, vec2 attractPos)
{
vec2 delta = attractPos - pos;
const float damp = 0.5;
float dDampedDot = dot(delta, delta) + damp;
float invDist = 1.0f / sqrt(dDampedDot);
float invDistCubed = invDist*invDist*invDist;
return delta * invDistCubed * 0.0035;
}
vec2 repulsion(vec2 pos, vec2 attractPos)
{
vec2 delta = attractPos - pos;
float targetDistance = sqrt(dot(delta, delta));
return delta * (1.0 / (targetDistance * targetDistance * targetDistance)) * -0.000035;
}
void main()
{
// Current SSBO index
uint index = gl_GlobalInvocationID.x;
// Don't try to write beyond particle count
if (index >= ubo.particleCount)
return;
// Read position and velocity
vec2 vVel = particles[index].vel.xy;
vec2 vPos = particles[index].pos.xy;
vec2 destPos = vec2(ubo.destX, ubo.destY);
vec2 delta = destPos - vPos;
float targetDistance = sqrt(dot(delta, delta));
vVel += repulsion(vPos, destPos.xy) * 0.05;
// Move by velocity
vPos += vVel * ubo.deltaT;
// collide with boundary
if ((vPos.x < -1.0) || (vPos.x > 1.0) || (vPos.y < -1.0) || (vPos.y > 1.0))
vVel = (-vVel * 0.1) + attraction(vPos, destPos) * 12;
else
particles[index].pos.xy = vPos;
// Write back
particles[index].vel.xy = vVel;
particles[index].gradientPos.x += 0.02 * ubo.deltaT;
if (particles[index].gradientPos.x > 1.0)
particles[index].gradientPos.x -= 1.0;
}

Binary file not shown.

View file

@ -0,0 +1,15 @@
#version 450
layout (binding = 0) uniform sampler2D samplerColorMap;
layout (binding = 1) uniform sampler2D samplerGradientRamp;
layout (location = 0) in vec4 inColor;
layout (location = 1) in float inGradientPos;
layout (location = 0) out vec4 outFragColor;
void main ()
{
vec3 color = texture(samplerGradientRamp, vec2(inGradientPos, 0.0)).rgb;
outFragColor.rgb = texture(samplerColorMap, gl_PointCoord).rgb * color;
}

Binary file not shown.

View file

@ -0,0 +1,21 @@
#version 450
layout (location = 0) in vec2 inPos;
layout (location = 1) in vec4 inGradientPos;
layout (location = 0) out vec4 outColor;
layout (location = 1) out float outGradientPos;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
void main ()
{
gl_PointSize = 8.0;
outColor = vec4(0.035);
outGradientPos = inGradientPos.x;
gl_Position = vec4(inPos.xy, 1.0, 1.0);
}

Binary file not shown.