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 +1,6 @@
glslangvalidator -V mesh.vert -o mesh.vert.spv
glslangvalidator -V mesh.frag -o mesh.frag.spv
glslangvalidator -V occluder.vert -o occluder.vert.spv
glslangvalidator -V occluder.frag -o occluder.frag.spv
glslangvalidator -V simple.vert -o simple.vert.spv
glslangvalidator -V simple.frag -o simple.frag.spv

View file

@ -0,0 +1,28 @@
#version 450
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in float inVisible;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
if (inVisible > 0.0)
{
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);
}
else
{
outFragColor = vec4(vec3(0.1), 1.0);
}
}

Binary file not shown.

View file

@ -0,0 +1,38 @@
#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
vec4 lightPos;
float visible;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out float outVisible;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outNormal = inNormal;
outColor = inColor;
outVisible = ubo.visible;
gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
vec4 pos = ubo.modelview * vec4(inPos, 1.0);
outNormal = mat3(ubo.modelview) * inNormal;
outLightVec = ubo.lightPos.xyz - pos.xyz;
outViewVec = -pos.xyz;
}

Binary file not shown.

View file

@ -0,0 +1,10 @@
#version 450
layout (location = 0) in vec3 inColor;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = vec4(inColor, 0.5);
}

Binary file not shown.

View file

@ -0,0 +1,25 @@
#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
vec4 lightPos;
} ubo;
layout (location = 0) out vec3 outColor;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outColor = inColor;
gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
}

Binary file not shown.

View file

@ -0,0 +1,10 @@
#version 450
layout (location = 0) in vec3 inColor;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = vec4(1.0);
}

Binary file not shown.

View file

@ -0,0 +1,22 @@
#version 450
layout (location = 0) in vec3 inPos;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
vec4 lightPos;
} ubo;
layout (location = 0) out vec3 outColor;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
}

Binary file not shown.