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:
parent
cac1d2e850
commit
ca884587a4
1043 changed files with 1207 additions and 1201 deletions
38
data/shaders/glsl/occlusionquery/mesh.vert
Normal file
38
data/shaders/glsl/occlusionquery/mesh.vert
Normal 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;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue