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
49
data/shaders/glsl/skeletalanimation/mesh.vert
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data/shaders/glsl/skeletalanimation/mesh.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 = 2) in vec2 inUV;
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layout (location = 3) in vec3 inColor;
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layout (location = 4) in vec4 inBoneWeights;
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layout (location = 5) in ivec4 inBoneIDs;
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#define MAX_BONES 64
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 view;
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mat4 model;
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mat4 bones[MAX_BONES];
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vec4 lightPos;
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vec4 viewPos;
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} ubo;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec2 outUV;
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layout (location = 3) out vec3 outViewVec;
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layout (location = 4) out vec3 outLightVec;
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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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mat4 boneTransform = ubo.bones[inBoneIDs[0]] * inBoneWeights[0];
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boneTransform += ubo.bones[inBoneIDs[1]] * inBoneWeights[1];
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boneTransform += ubo.bones[inBoneIDs[2]] * inBoneWeights[2];
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boneTransform += ubo.bones[inBoneIDs[3]] * inBoneWeights[3];
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outColor = inColor;
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outUV = inUV;
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gl_Position = ubo.projection * ubo.view * ubo.model * boneTransform * vec4(inPos.xyz, 1.0);
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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outNormal = mat3(boneTransform) * inNormal;
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outLightVec = ubo.lightPos.xyz - pos.xyz;
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outViewVec = ubo.viewPos.xyz - pos.xyz;
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}
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