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/deferredmultisampling/deferred.frag
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data/shaders/glsl/deferredmultisampling/deferred.frag
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#version 450
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layout (binding = 1) uniform sampler2DMS samplerPosition;
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layout (binding = 2) uniform sampler2DMS samplerNormal;
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layout (binding = 3) uniform sampler2DMS 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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ivec2 windowSize;
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} ubo;
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layout (constant_id = 0) const int NUM_SAMPLES = 8;
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#define NUM_LIGHTS 6
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// Manual resolve for MSAA samples
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vec4 resolve(sampler2DMS tex, ivec2 uv)
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{
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vec4 result = vec4(0.0);
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for (int i = 0; i < NUM_SAMPLES; i++)
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{
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vec4 val = texelFetch(tex, uv, i);
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result += val;
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}
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// Average resolved samples
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return result / float(NUM_SAMPLES);
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}
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vec3 calculateLighting(vec3 pos, vec3 normal, vec4 albedo)
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{
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vec3 result = vec3(0.0);
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for(int i = 0; i < NUM_LIGHTS; ++i)
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{
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// Vector to light
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vec3 L = ubo.lights[i].position.xyz - pos;
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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 - pos;
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V = normalize(V);
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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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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, 8.0) * atten;
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result += diff + spec;
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}
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return result;
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}
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void main()
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{
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ivec2 attDim = textureSize(samplerPosition);
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ivec2 UV = ivec2(inUV * attDim);
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#define ambient 0.15
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// Ambient part
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vec4 alb = resolve(samplerAlbedo, UV);
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vec3 fragColor = vec3(0.0);
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// Calualte lighting for every MSAA sample
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for (int i = 0; i < NUM_SAMPLES; i++)
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{
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vec3 pos = texelFetch(samplerPosition, UV, i).rgb;
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vec3 normal = texelFetch(samplerNormal, UV, i).rgb;
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vec4 albedo = texelFetch(samplerAlbedo, UV, i);
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fragColor += calculateLighting(pos, normal, albedo);
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}
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fragColor = (alb.rgb * ambient) + fragColor / float(NUM_SAMPLES);
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outFragcolor = vec4(fragColor, 1.0);
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}
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