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

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glslangvalidator -V lights.vert -o lights.vert.spv
glslangvalidator -V lights.frag -o lights.frag.spv

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#version 450
#define lightCount 6
layout (location = 0) in vec3 inNormal;
layout (location = 2) in vec3 inColor;
layout (location = 3) in vec4 inLightVec[lightCount];
layout (location = 0) out vec4 outFragColor;
#define MAX_LIGHT_DIST 9.0 * 9.0
void main()
{
vec3 lightColor[lightCount];
lightColor[0] = vec3(1.0, 0.0, 0.0);
lightColor[1] = vec3(0.0, 1.0, 0.0);
lightColor[2] = vec3(0.0, 0.0, 1.0);
lightColor[3] = vec3(1.0, 0.0, 1.0);
lightColor[4] = vec3(0.0, 1.0, 1.0);
lightColor[5] = vec3(1.0, 1.0, 0.0);
vec3 diffuse = vec3(0.0);
// Just some very basic attenuation
for (int i = 0; i < lightCount; ++i)
{
float lRadius = MAX_LIGHT_DIST * inLightVec[i].w;
float dist = min(dot(inLightVec[i], inLightVec[i]), lRadius) / lRadius;
float distFactor = 1.0 - dist;
diffuse += lightColor[i] * distFactor;
}
outFragColor.rgb = diffuse;
}

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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 3) in vec3 inColor;
#define lightCount 6
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
vec4 lightColor[lightCount];
} ubo;
layout(push_constant) uniform PushConsts {
vec4 lightPos[lightCount];
} pushConsts;
layout (location = 0) out vec3 outNormal;
layout (location = 2) out vec3 outColor;
layout (location = 3) out vec4 outLightVec[lightCount];
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outNormal = inNormal;
outColor = inColor;
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
for (int i = 0; i < lightCount; ++i)
{
vec4 worldPos = ubo.model * vec4(inPos.xyz, 1.0);
outLightVec[i].xyz = pushConsts.lightPos[i].xyz - inPos.xyz;
// Store light radius in w
outLightVec[i].w = pushConsts.lightPos[i].w;
}
}

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