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

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#version 450
layout (binding = 1) uniform sampler2D samplerColor;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = vec4(texture(samplerColor, inUV).a);
}

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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec2 outUV;
void main()
{
outUV = inUV;
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
}

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glslangvalidator -V sdf.vert -o sdf.vert.spv
glslangvalidator -V sdf.frag -o sdf.frag.spv
glslangvalidator -V bitmap.vert -o bitmap.vert.spv
glslangvalidator -V bitmap.frag -o bitmap.frag.spv

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#version 450
layout (binding = 1) uniform sampler2D samplerColor;
layout (binding = 2) uniform UBO
{
vec4 outlineColor;
float outlineWidth;
float outline;
} ubo;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
void main()
{
float distance = texture(samplerColor, inUV).a;
float smoothWidth = fwidth(distance);
float alpha = smoothstep(0.5 - smoothWidth, 0.5 + smoothWidth, distance);
vec3 rgb = vec3(alpha);
if (ubo.outline > 0.0)
{
float w = 1.0 - ubo.outlineWidth;
alpha = smoothstep(w - smoothWidth, w + smoothWidth, distance);
rgb += mix(vec3(alpha), ubo.outlineColor.rgb, alpha);
}
outFragColor = vec4(rgb, alpha);
}

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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec2 outUV;
void main()
{
outUV = inUV;
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
}

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