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 offscreen.vert -o offscreen.vert.spv
glslangvalidator -V offscreen.frag -o offscreen.frag.spv
glslangvalidator -V quad.vert -o quad.vert.spv
glslangvalidator -V quad.frag -o quad.frag.spv
glslangvalidator -V scene.vert -o scene.vert.spv
glslangvalidator -V scene.frag -o scene.frag.spv

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#version 450
layout(location = 0) out vec4 color;
void main()
{
color = vec4(1.0, 0.0, 0.0, 1.0);
}

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#version 450
layout (location = 0) in vec3 inPos;
layout (binding = 0) uniform UBO
{
mat4 depthMVP;
} ubo;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
gl_Position = ubo.depthMVP * vec4(inPos, 1.0);
}

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#version 450
layout (binding = 1) uniform sampler2D samplerColor;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
float LinearizeDepth(float depth)
{
float n = 1.0; // camera z near
float f = 128.0; // camera z far
float z = depth;
return (2.0 * n) / (f + n - z * (f - n));
}
void main()
{
float depth = texture(samplerColor, inUV).r;
outFragColor = vec4(vec3(1.0-LinearizeDepth(depth)), 1.0);
}

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#version 450
layout (location = 0) out vec2 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV, 0.0f, 1.0f);
}

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#version 450
layout (binding = 1) uniform sampler2D shadowMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inViewVec;
layout (location = 3) in vec3 inLightVec;
layout (location = 4) in vec4 inShadowCoord;
layout (constant_id = 0) const int enablePCF = 0;
layout (location = 0) out vec4 outFragColor;
#define ambient 0.1
float textureProj(vec4 shadowCoord, vec2 off)
{
float shadow = 1.0;
if ( shadowCoord.z > -1.0 && shadowCoord.z < 1.0 )
{
float dist = texture( shadowMap, shadowCoord.st + off ).r;
if ( shadowCoord.w > 0.0 && dist < shadowCoord.z )
{
shadow = ambient;
}
}
return shadow;
}
float filterPCF(vec4 sc)
{
ivec2 texDim = textureSize(shadowMap, 0);
float scale = 1.5;
float dx = scale * 1.0 / float(texDim.x);
float dy = scale * 1.0 / float(texDim.y);
float shadowFactor = 0.0;
int count = 0;
int range = 1;
for (int x = -range; x <= range; x++)
{
for (int y = -range; y <= range; y++)
{
shadowFactor += textureProj(sc, vec2(dx*x, dy*y));
count++;
}
}
return shadowFactor / count;
}
void main()
{
float shadow = (enablePCF == 1) ? filterPCF(inShadowCoord / inShadowCoord.w) : textureProj(inShadowCoord / inShadowCoord.w, vec2(0.0));
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = normalize(-reflect(L, N));
vec3 diffuse = max(dot(N, L), ambient) * inColor;
outFragColor = vec4(diffuse * shadow, 1.0);
}

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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inColor;
layout (location = 3) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
mat4 model;
mat4 lightSpace;
vec3 lightPos;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
layout (location = 4) out vec4 outShadowCoord;
out gl_PerVertex
{
vec4 gl_Position;
};
const mat4 biasMat = mat4(
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.5, 0.5, 0.0, 1.0 );
void main()
{
outColor = inColor;
outNormal = inNormal;
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
vec4 pos = ubo.model * vec4(inPos, 1.0);
outNormal = mat3(ubo.model) * inNormal;
outLightVec = normalize(ubo.lightPos - inPos);
outViewVec = -pos.xyz;
outShadowCoord = ( biasMat * ubo.lightSpace * ubo.model ) * vec4(inPos, 1.0);
}

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