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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glslangvalidator -V ground.vert -o ground.vert.spv
glslangvalidator -V ground.frag -o ground.frag.spv
glslangvalidator -V indirectdraw.vert -o indirectdraw.vert.spv
glslangvalidator -V indirectdraw.frag -o indirectdraw.frag.spv
glslangvalidator -V skysphere.vert -o skysphere.vert.spv
glslangvalidator -V skysphere.frag -o skysphere.frag.spv

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#version 450
layout (binding = 2) uniform sampler2D samplerColor;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
// Last array layer is terrain tex
vec4 color = texture(samplerColor, inUV);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 ambient = vec3(0.65);
vec3 diffuse = max(dot(N, L), 0.0) * inColor;
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.1);
outFragColor = vec4((ambient + diffuse) * color.rgb + specular, 1.0);
}

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#version 450
// Vertex attributes
layout (location = 0) in vec4 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec2 outUV;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outColor = inColor;
outUV = inUV * 32.0;
outNormal = inNormal;
vec4 pos = vec4(inPos.xyz, 1.0);
gl_Position = ubo.projection * ubo.modelview * pos;
vec4 wPos = ubo.modelview * vec4(pos.xyz, 1.0);
vec4 lPos = vec4(0.0, -5.0, 0.0, 1.0);
outLightVec = lPos.xyz - pos.xyz;
outViewVec = -pos.xyz;
}

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#version 450
layout (binding = 1) uniform sampler2DArray samplerArray;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inUV;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 color = texture(samplerArray, inUV);
if (color.a < 0.5)
{
discard;
}
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 ambient = vec3(0.65);
vec3 diffuse = max(dot(N, L), 0.0) * inColor;
outFragColor = vec4((ambient + diffuse) * color.rgb, 1.0);
}

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#version 450
// Vertex attributes
layout (location = 0) in vec4 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inColor;
// Instanced attributes
layout (location = 4) in vec3 instancePos;
layout (location = 5) in vec3 instanceRot;
layout (location = 6) in float instanceScale;
layout (location = 7) in int instanceTexIndex;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outUV;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outColor = inColor;
outUV = vec3(inUV, instanceTexIndex);
outUV.t = 1.0 - outUV.t;
mat4 mx, my, mz;
// rotate around x
float s = sin(instanceRot.x);
float c = cos(instanceRot.x);
mx[0] = vec4(c, s, 0.0, 0.0);
mx[1] = vec4(-s, c, 0.0, 0.0);
mx[2] = vec4(0.0, 0.0, 1.0, 0.0);
mx[3] = vec4(0.0, 0.0, 0.0, 1.0);
// rotate around y
s = sin(instanceRot.y);
c = cos(instanceRot.y);
my[0] = vec4(c, 0.0, s, 0.0);
my[1] = vec4(0.0, 1.0, 0.0, 0.0);
my[2] = vec4(-s, 0.0, c, 0.0);
my[3] = vec4(0.0, 0.0, 0.0, 1.0);
// rot around z
s = sin(instanceRot.z);
c = cos(instanceRot.z);
mz[0] = vec4(1.0, 0.0, 0.0, 0.0);
mz[1] = vec4(0.0, c, s, 0.0);
mz[2] = vec4(0.0, -s, c, 0.0);
mz[3] = vec4(0.0, 0.0, 0.0, 1.0);
mat4 rotMat = mz * my * mx;
outNormal = inNormal * mat3(rotMat);
vec4 pos = vec4((inPos.xyz * instanceScale) + instancePos, 1.0) * rotMat;
gl_Position = ubo.projection * ubo.modelview * pos;
vec4 wPos = ubo.modelview * vec4(pos.xyz, 1.0);
vec4 lPos = vec4(0.0, -5.0, 0.0, 1.0);
outLightVec = lPos.xyz - pos.xyz;
outViewVec = -pos.xyz;
}

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#version 450
layout (binding = 2) uniform sampler2D samplerColor;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
void main()
{
const vec4 gradientStart = vec4(0.93, 0.9, 0.81, 1.0);
const vec4 gradientEnd = vec4(0.35, 0.5, 1.0, 1.0);
outFragColor = mix(gradientStart, gradientEnd, min(0.5 - inUV.t, 0.5)/0.15 + 0.5);
}

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#version 450
// Vertex attributes
layout (location = 0) in vec4 inPos;
layout (location = 2) in vec2 inUV;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
} ubo;
layout (location = 0) out vec2 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = vec2(inUV.s, 1.0-inUV.t);
// Skysphere always at center, only use rotation part of modelview matrix
gl_Position = ubo.projection * mat4(mat3(ubo.modelview)) * vec4(inPos.xyz, 1.0);
}

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