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:
parent
cac1d2e850
commit
ca884587a4
1043 changed files with 1207 additions and 1201 deletions
27
data/shaders/glsl/tessellation/passthrough.tese
Normal file
27
data/shaders/glsl/tessellation/passthrough.tese
Normal file
|
|
@ -0,0 +1,27 @@
|
|||
#version 450
|
||||
|
||||
layout (triangles) in;
|
||||
|
||||
layout (binding = 1) uniform UBO
|
||||
{
|
||||
mat4 projection;
|
||||
mat4 model;
|
||||
float tessAlpha;
|
||||
} ubo;
|
||||
|
||||
layout (location = 0) in vec3 inNormal[];
|
||||
layout (location = 1) in vec2 inUV[];
|
||||
|
||||
layout (location = 0) out vec3 outNormal;
|
||||
layout (location = 1) out vec2 outUV;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = (gl_TessCoord.x * gl_in[0].gl_Position) +
|
||||
(gl_TessCoord.y * gl_in[1].gl_Position) +
|
||||
(gl_TessCoord.z * gl_in[2].gl_Position);
|
||||
gl_Position = ubo.projection * ubo.model * gl_Position;
|
||||
|
||||
outNormal = gl_TessCoord.x*inNormal[0] + gl_TessCoord.y*inNormal[1] + gl_TessCoord.z*inNormal[2];
|
||||
outUV = gl_TessCoord.x*inUV[0] + gl_TessCoord.y*inUV[1] + gl_TessCoord.z*inUV[2];
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue