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/occlusionquery/generate-spirv.bat
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data/shaders/glsl/occlusionquery/generate-spirv.bat
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glslangvalidator -V mesh.vert -o mesh.vert.spv
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glslangvalidator -V mesh.frag -o mesh.frag.spv
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glslangvalidator -V occluder.vert -o occluder.vert.spv
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glslangvalidator -V occluder.frag -o occluder.frag.spv
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glslangvalidator -V simple.vert -o simple.vert.spv
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glslangvalidator -V simple.frag -o simple.frag.spv
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data/shaders/glsl/occlusionquery/mesh.frag
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data/shaders/glsl/occlusionquery/mesh.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 float inVisible;
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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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if (inVisible > 0.0)
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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 diffuse = max(dot(N, L), 0.0) * inColor;
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vec3 specular = pow(max(dot(R, V), 0.0), 8.0) * vec3(0.75);
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outFragColor = vec4(diffuse + specular, 1.0);
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}
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else
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{
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outFragColor = vec4(vec3(0.1), 1.0);
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}
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}
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data/shaders/glsl/occlusionquery/mesh.frag.spv
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data/shaders/glsl/occlusionquery/mesh.frag.spv
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data/shaders/glsl/occlusionquery/mesh.vert
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data/shaders/glsl/occlusionquery/mesh.vert
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#version 450
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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 (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 modelview;
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vec4 lightPos;
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float visible;
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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 float outVisible;
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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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outNormal = inNormal;
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outColor = inColor;
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outVisible = ubo.visible;
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gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
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vec4 pos = ubo.modelview * vec4(inPos, 1.0);
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outNormal = mat3(ubo.modelview) * inNormal;
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outLightVec = ubo.lightPos.xyz - pos.xyz;
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outViewVec = -pos.xyz;
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}
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data/shaders/glsl/occlusionquery/mesh.vert.spv
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data/shaders/glsl/occlusionquery/mesh.vert.spv
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data/shaders/glsl/occlusionquery/occluder.frag
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data/shaders/glsl/occlusionquery/occluder.frag
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#version 450
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layout (location = 0) in vec3 inColor;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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outFragColor = vec4(inColor, 0.5);
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}
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data/shaders/glsl/occlusionquery/occluder.frag.spv
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data/shaders/glsl/occlusionquery/occluder.frag.spv
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data/shaders/glsl/occlusionquery/occluder.vert
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data/shaders/glsl/occlusionquery/occluder.vert
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#version 450
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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 (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 modelview;
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vec4 lightPos;
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} ubo;
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layout (location = 0) out vec3 outColor;
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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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gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
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}
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BIN
data/shaders/glsl/occlusionquery/occluder.vert.spv
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data/shaders/glsl/occlusionquery/occluder.vert.spv
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data/shaders/glsl/occlusionquery/simple.frag
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data/shaders/glsl/occlusionquery/simple.frag
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#version 450
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layout (location = 0) in vec3 inColor;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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outFragColor = vec4(1.0);
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}
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data/shaders/glsl/occlusionquery/simple.frag.spv
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data/shaders/glsl/occlusionquery/simple.frag.spv
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data/shaders/glsl/occlusionquery/simple.vert
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data/shaders/glsl/occlusionquery/simple.vert
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#version 450
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layout (location = 0) in vec3 inPos;
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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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vec4 lightPos;
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} ubo;
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layout (location = 0) out vec3 outColor;
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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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gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
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}
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BIN
data/shaders/glsl/occlusionquery/simple.vert.spv
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data/shaders/glsl/occlusionquery/simple.vert.spv
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