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

View file

@ -0,0 +1,19 @@
#version 450
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inViewVec;
layout (location = 3) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
float diffuse = max(dot(N, L), 0.0);
float specular = pow(max(dot(R, V), 0.0), 1.0);
outFragColor = vec4(vec3(diffuse + specular) * vec3(0.25), 1.0);
}

Binary file not shown.

View file

@ -0,0 +1,35 @@
#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
vec4 lightPos;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec2 outUV;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outNormal = inNormal;
outUV = inUV;
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
vec4 pos = ubo.model * vec4(inPos, 1.0);
outNormal = mat3(transpose(inverse(ubo.model))) * normalize(inNormal);
vec3 lPos = mat3(ubo.model) * ubo.lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = -pos.xyz;
}

Binary file not shown.

View file

@ -0,0 +1,13 @@
#version 450 core
layout (location = 0) in vec2 inUV;
layout (binding = 0) uniform sampler2D samplerFont;
layout (location = 0) out vec4 outFragColor;
void main(void)
{
float color = texture(samplerFont, inUV).r;
outFragColor = vec4(color);
}

Binary file not shown.

View file

@ -0,0 +1,17 @@
#version 450 core
layout (location = 0) in vec2 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 0) out vec2 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main(void)
{
gl_Position = vec4(inPos, 0.0, 1.0);
outUV = inUV;
}

Binary file not shown.