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/particlefire/particle.vert
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data/shaders/glsl/particlefire/particle.vert
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#version 450
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec4 inColor;
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layout (location = 2) in float inAlpha;
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layout (location = 3) in float inSize;
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layout (location = 4) in float inRotation;
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layout (location = 5) in int inType;
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layout (location = 0) out vec4 outColor;
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layout (location = 1) out float outAlpha;
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layout (location = 2) out flat int outType;
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layout (location = 3) out float outRotation;
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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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vec2 viewportDim;
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float pointSize;
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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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float gl_PointSize;
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};
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void main ()
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{
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outColor = inColor;
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outAlpha = inAlpha;
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outType = inType;
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outRotation = inRotation;
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gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
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// Base size of the point sprites
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float spriteSize = 8.0 * inSize;
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// Scale particle size depending on camera projection
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vec4 eyePos = ubo.modelview * vec4(inPos.xyz, 1.0);
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vec4 projectedCorner = ubo.projection * vec4(0.5 * spriteSize, 0.5 * spriteSize, eyePos.z, eyePos.w);
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gl_PointSize = ubo.viewportDim.x * projectedCorner.x / projectedCorner.w;
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}
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