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
6
data/shaders/glsl/indirectdraw/generate-spirv.bat
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data/shaders/glsl/indirectdraw/generate-spirv.bat
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glslangvalidator -V ground.vert -o ground.vert.spv
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glslangvalidator -V ground.frag -o ground.frag.spv
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glslangvalidator -V indirectdraw.vert -o indirectdraw.vert.spv
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glslangvalidator -V indirectdraw.frag -o indirectdraw.frag.spv
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glslangvalidator -V skysphere.vert -o skysphere.vert.spv
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glslangvalidator -V skysphere.frag -o skysphere.frag.spv
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data/shaders/glsl/indirectdraw/ground.frag
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data/shaders/glsl/indirectdraw/ground.frag
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#version 450
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layout (binding = 2) uniform sampler2D samplerColor;
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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 vec2 inUV;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) 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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// Last array layer is terrain tex
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vec4 color = texture(samplerColor, inUV);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 ambient = vec3(0.65);
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vec3 diffuse = max(dot(N, L), 0.0) * inColor;
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vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.1);
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outFragColor = vec4((ambient + diffuse) * color.rgb + specular, 1.0);
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}
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data/shaders/glsl/indirectdraw/ground.frag.spv
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data/shaders/glsl/indirectdraw/ground.frag.spv
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data/shaders/glsl/indirectdraw/ground.vert
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data/shaders/glsl/indirectdraw/ground.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 vec2 inUV;
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layout (location = 3) in vec3 inColor;
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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 vec2 outUV;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) 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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outUV = inUV * 32.0;
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outNormal = inNormal;
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vec4 pos = vec4(inPos.xyz, 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, -5.0, 0.0, 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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data/shaders/glsl/indirectdraw/ground.vert.spv
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data/shaders/glsl/indirectdraw/ground.vert.spv
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data/shaders/glsl/indirectdraw/indirectdraw.frag
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data/shaders/glsl/indirectdraw/indirectdraw.frag
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#version 450
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layout (binding = 1) uniform sampler2DArray samplerArray;
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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 inUV;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) 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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vec4 color = texture(samplerArray, inUV);
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if (color.a < 0.5)
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{
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discard;
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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(0.65);
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vec3 diffuse = max(dot(N, L), 0.0) * inColor;
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outFragColor = vec4((ambient + diffuse) * color.rgb, 1.0);
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}
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data/shaders/glsl/indirectdraw/indirectdraw.frag.spv
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data/shaders/glsl/indirectdraw/indirectdraw.frag.spv
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data/shaders/glsl/indirectdraw/indirectdraw.vert
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data/shaders/glsl/indirectdraw/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 vec2 inUV;
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layout (location = 3) 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 vec3 instanceRot;
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layout (location = 6) in float instanceScale;
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layout (location = 7) in int instanceTexIndex;
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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 outUV;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) 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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outUV = vec3(inUV, instanceTexIndex);
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outUV.t = 1.0 - outUV.t;
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mat4 mx, my, mz;
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// rotate around x
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float s = sin(instanceRot.x);
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float c = cos(instanceRot.x);
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mx[0] = vec4(c, s, 0.0, 0.0);
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mx[1] = vec4(-s, c, 0.0, 0.0);
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mx[2] = vec4(0.0, 0.0, 1.0, 0.0);
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mx[3] = vec4(0.0, 0.0, 0.0, 1.0);
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// rotate around y
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s = sin(instanceRot.y);
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c = cos(instanceRot.y);
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my[0] = vec4(c, 0.0, s, 0.0);
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my[1] = vec4(0.0, 1.0, 0.0, 0.0);
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my[2] = vec4(-s, 0.0, c, 0.0);
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my[3] = vec4(0.0, 0.0, 0.0, 1.0);
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// rot around z
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s = sin(instanceRot.z);
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c = cos(instanceRot.z);
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mz[0] = vec4(1.0, 0.0, 0.0, 0.0);
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mz[1] = vec4(0.0, c, s, 0.0);
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mz[2] = vec4(0.0, -s, c, 0.0);
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mz[3] = vec4(0.0, 0.0, 0.0, 1.0);
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mat4 rotMat = mz * my * mx;
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outNormal = inNormal * mat3(rotMat);
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vec4 pos = vec4((inPos.xyz * instanceScale) + instancePos, 1.0) * rotMat;
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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, -5.0, 0.0, 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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data/shaders/glsl/indirectdraw/indirectdraw.vert.spv
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data/shaders/glsl/indirectdraw/indirectdraw.vert.spv
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data/shaders/glsl/indirectdraw/skysphere.frag
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data/shaders/glsl/indirectdraw/skysphere.frag
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#version 450
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layout (binding = 2) uniform sampler2D samplerColor;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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const vec4 gradientStart = vec4(0.93, 0.9, 0.81, 1.0);
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const vec4 gradientEnd = vec4(0.35, 0.5, 1.0, 1.0);
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outFragColor = mix(gradientStart, gradientEnd, min(0.5 - inUV.t, 0.5)/0.15 + 0.5);
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}
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data/shaders/glsl/indirectdraw/skysphere.frag.spv
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data/shaders/glsl/indirectdraw/skysphere.frag.spv
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data/shaders/glsl/indirectdraw/skysphere.vert
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data/shaders/glsl/indirectdraw/skysphere.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 = 2) in vec2 inUV;
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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 vec2 outUV;
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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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outUV = vec2(inUV.s, 1.0-inUV.t);
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// Skysphere always at center, only use rotation part of modelview matrix
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gl_Position = ubo.projection * mat4(mat3(ubo.modelview)) * vec4(inPos.xyz, 1.0);
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}
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data/shaders/glsl/indirectdraw/skysphere.vert.spv
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data/shaders/glsl/indirectdraw/skysphere.vert.spv
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