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
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data/shaders/glsl/multiview/multiview.frag
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data/shaders/glsl/multiview/multiview.frag
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#version 450
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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 inViewVec;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 0) out vec4 outColor;
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void main()
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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 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 ambient = vec3(0.1);
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vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
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vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
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outColor = vec4((ambient + diffuse) * inColor.rgb + specular, 1.0);
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}
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data/shaders/glsl/multiview/multiview.frag.spv
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data/shaders/glsl/multiview/multiview.frag.spv
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data/shaders/glsl/multiview/multiview.vert
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data/shaders/glsl/multiview/multiview.vert
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#version 450
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#extension GL_EXT_multiview : enable
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec3 inColor;
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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 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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layout (binding = 0) uniform UBO
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{
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mat4 projection[2];
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mat4 modelview[2];
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vec4 lightPos;
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} ubo;
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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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outNormal = mat3(ubo.modelview[gl_ViewIndex]) * inNormal;
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vec4 pos = vec4(inPos.xyz, 1.0);
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vec4 worldPos = ubo.modelview[gl_ViewIndex] * pos;
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vec3 lPos = vec3(ubo.modelview[gl_ViewIndex] * ubo.lightPos);
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outLightVec = lPos - worldPos.xyz;
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outViewVec = -worldPos.xyz;
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gl_Position = ubo.projection[gl_ViewIndex] * worldPos;
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}
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data/shaders/glsl/multiview/multiview.vert.spv
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data/shaders/glsl/multiview/multiview.vert.spv
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data/shaders/glsl/multiview/viewdisplay.frag
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data/shaders/glsl/multiview/viewdisplay.frag
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#version 450
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layout (binding = 1) uniform sampler2DArray samplerView;
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layout (binding = 0) uniform UBO
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{
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layout(offset = 272) float distortionAlpha;
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} ubo;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outColor;
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layout (constant_id = 0) const float VIEW_LAYER = 0.0f;
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void main()
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{
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const float alpha = ubo.distortionAlpha;
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vec2 p1 = vec2(2.0 * inUV - 1.0);
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vec2 p2 = p1 / (1.0 - alpha * length(p1));
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p2 = (p2 + 1.0) * 0.5;
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bool inside = ((p2.x >= 0.0) && (p2.x <= 1.0) && (p2.y >= 0.0 ) && (p2.y <= 1.0));
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outColor = inside ? texture(samplerView, vec3(p2, VIEW_LAYER)) : vec4(0.0);
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}
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data/shaders/glsl/multiview/viewdisplay.frag.spv
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data/shaders/glsl/multiview/viewdisplay.frag.spv
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data/shaders/glsl/multiview/viewdisplay.vert
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data/shaders/glsl/multiview/viewdisplay.vert
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#version 450
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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((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
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}
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data/shaders/glsl/multiview/viewdisplay.vert.spv
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data/shaders/glsl/multiview/viewdisplay.vert.spv
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