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/pushconstants/generate-spirv.bat
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data/shaders/glsl/pushconstants/generate-spirv.bat
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glslangvalidator -V lights.vert -o lights.vert.spv
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glslangvalidator -V lights.frag -o lights.frag.spv
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data/shaders/glsl/pushconstants/lights.frag
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data/shaders/glsl/pushconstants/lights.frag
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#version 450
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#define lightCount 6
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layout (location = 0) in vec3 inNormal;
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layout (location = 2) in vec3 inColor;
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layout (location = 3) in vec4 inLightVec[lightCount];
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layout (location = 0) out vec4 outFragColor;
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#define MAX_LIGHT_DIST 9.0 * 9.0
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void main()
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{
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vec3 lightColor[lightCount];
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lightColor[0] = vec3(1.0, 0.0, 0.0);
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lightColor[1] = vec3(0.0, 1.0, 0.0);
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lightColor[2] = vec3(0.0, 0.0, 1.0);
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lightColor[3] = vec3(1.0, 0.0, 1.0);
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lightColor[4] = vec3(0.0, 1.0, 1.0);
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lightColor[5] = vec3(1.0, 1.0, 0.0);
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vec3 diffuse = vec3(0.0);
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// Just some very basic attenuation
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for (int i = 0; i < lightCount; ++i)
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{
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float lRadius = MAX_LIGHT_DIST * inLightVec[i].w;
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float dist = min(dot(inLightVec[i], inLightVec[i]), lRadius) / lRadius;
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float distFactor = 1.0 - dist;
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diffuse += lightColor[i] * distFactor;
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}
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outFragColor.rgb = diffuse;
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}
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data/shaders/glsl/pushconstants/lights.frag.spv
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data/shaders/glsl/pushconstants/lights.frag.spv
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data/shaders/glsl/pushconstants/lights.vert
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data/shaders/glsl/pushconstants/lights.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 = 3) in vec3 inColor;
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#define lightCount 6
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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vec4 lightColor[lightCount];
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} ubo;
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layout(push_constant) uniform PushConsts {
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vec4 lightPos[lightCount];
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} pushConsts;
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layout (location = 0) out vec3 outNormal;
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layout (location = 2) out vec3 outColor;
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layout (location = 3) out vec4 outLightVec[lightCount];
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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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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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for (int i = 0; i < lightCount; ++i)
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{
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vec4 worldPos = ubo.model * vec4(inPos.xyz, 1.0);
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outLightVec[i].xyz = pushConsts.lightPos[i].xyz - inPos.xyz;
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// Store light radius in w
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outLightVec[i].w = pushConsts.lightPos[i].w;
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}
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}
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data/shaders/glsl/pushconstants/lights.vert.spv
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data/shaders/glsl/pushconstants/lights.vert.spv
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