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

View file

@ -0,0 +1,20 @@
#version 450
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inViewVec;
layout (location = 3) in vec3 inLightVec;
layout (location = 0) out vec4 outColor;
void main()
{
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 ambient = vec3(0.1);
vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
outColor = vec4((ambient + diffuse) * inColor.rgb + specular, 1.0);
}

Binary file not shown.

View file

@ -0,0 +1,40 @@
#version 450
#extension GL_EXT_multiview : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inColor;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
layout (binding = 0) uniform UBO
{
mat4 projection[2];
mat4 modelview[2];
vec4 lightPos;
} ubo;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outColor = inColor;
outNormal = mat3(ubo.modelview[gl_ViewIndex]) * inNormal;
vec4 pos = vec4(inPos.xyz, 1.0);
vec4 worldPos = ubo.modelview[gl_ViewIndex] * pos;
vec3 lPos = vec3(ubo.modelview[gl_ViewIndex] * ubo.lightPos);
outLightVec = lPos - worldPos.xyz;
outViewVec = -worldPos.xyz;
gl_Position = ubo.projection[gl_ViewIndex] * worldPos;
}

Binary file not shown.

View file

@ -0,0 +1,25 @@
#version 450
layout (binding = 1) uniform sampler2DArray samplerView;
layout (binding = 0) uniform UBO
{
layout(offset = 272) float distortionAlpha;
} ubo;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outColor;
layout (constant_id = 0) const float VIEW_LAYER = 0.0f;
void main()
{
const float alpha = ubo.distortionAlpha;
vec2 p1 = vec2(2.0 * inUV - 1.0);
vec2 p2 = p1 / (1.0 - alpha * length(p1));
p2 = (p2 + 1.0) * 0.5;
bool inside = ((p2.x >= 0.0) && (p2.x <= 1.0) && (p2.y >= 0.0 ) && (p2.y <= 1.0));
outColor = inside ? texture(samplerView, vec3(p2, VIEW_LAYER)) : vec4(0.0);
}

Binary file not shown.

View file

@ -0,0 +1,14 @@
#version 450
layout (location = 0) out vec2 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
}

Binary file not shown.