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 phong.vert -o phong.vert.spv
glslangvalidator -V phong.frag -o phong.frag.spv
glslangvalidator -V starsphere.vert -o starsphere.vert.spv
glslangvalidator -V starsphere.frag -o starsphere.frag.spv

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#version 450
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.0) * inColor;
vec3 specular = pow(max(dot(R, V), 0.0), 8.0) * vec3(0.75);
outFragColor = vec4(diffuse + specular, 1.0);
}

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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inColor;
layout (std140, push_constant) uniform PushConsts
{
mat4 mvp;
vec3 color;
} pushConsts;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
void main()
{
outNormal = inNormal;
if ( (inColor.r == 1.0) && (inColor.g == 0.0) && (inColor.b == 0.0))
{
outColor = pushConsts.color;
}
else
{
outColor = inColor;
}
gl_Position = pushConsts.mvp * vec4(inPos.xyz, 1.0);
vec4 pos = pushConsts.mvp * vec4(inPos, 1.0);
outNormal = mat3(pushConsts.mvp) * inNormal;
// vec3 lPos = ubo.lightPos.xyz;
vec3 lPos = vec3(0.0);
outLightVec = lPos - pos.xyz;
outViewVec = -pos.xyz;
}

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#version 450
layout (location = 0) in vec3 inUVW;
layout (location = 0) out vec4 outFragColor;
#define HASHSCALE3 vec3(443.897, 441.423, 437.195)
#define STARFREQUENCY 0.01
// Hash function by Dave Hoskins (https://www.shadertoy.com/view/4djSRW)
float hash33(vec3 p3)
{
p3 = fract(p3 * HASHSCALE3);
p3 += dot(p3, p3.yxz+vec3(19.19));
return fract((p3.x + p3.y)*p3.z + (p3.x+p3.z)*p3.y + (p3.y+p3.z)*p3.x);
}
vec3 starField(vec3 pos)
{
vec3 color = vec3(0.0);
float threshhold = (1.0 - STARFREQUENCY);
float rnd = hash33(pos);
if (rnd >= threshhold)
{
float starCol = pow((rnd - threshhold) / (1.0 - threshhold), 16.0);
color += vec3(starCol);
}
return color;
}
void main()
{
// Fake atmosphere at the bottom
vec3 atmosphere = clamp(vec3(0.1, 0.15, 0.4) * (inUVW.t - 5.0), 0.0, 1.0);
vec3 color = starField(inUVW) + atmosphere;
outFragColor = vec4(color, 1.0);
}

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#version 450
layout (location = 0) in vec3 inPos;
layout (std140, push_constant) uniform PushConsts
{
mat4 mvp;
} pushConsts;
layout (location = 0) out vec3 outUVW;
void main()
{
outUVW = inPos;
gl_Position = pushConsts.mvp * vec4(inPos.xyz, 1.0);
}

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