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/texturearray/generate-spirv.bat
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data/shaders/glsl/texturearray/generate-spirv.bat
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glslangvalidator -V instancing.vert -o instancing.vert.spv
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glslangvalidator -V instancing.frag -o instancing.frag.spv
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data/shaders/glsl/texturearray/instancing.frag
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data/shaders/glsl/texturearray/instancing.frag
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#version 450
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layout (binding = 1) uniform sampler2DArray samplerArray;
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layout (location = 0) in vec3 inUV;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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outFragColor = texture(samplerArray, inUV);
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}
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data/shaders/glsl/texturearray/instancing.frag.spv
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data/shaders/glsl/texturearray/instancing.frag.spv
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data/shaders/glsl/texturearray/instancing.vert
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data/shaders/glsl/texturearray/instancing.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 vec2 inUV;
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struct Instance
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{
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mat4 model;
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vec4 arrayIndex;
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};
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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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Instance instance[8];
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} ubo;
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layout (location = 0) out vec3 outUV;
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void main()
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{
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outUV = vec3(inUV, ubo.instance[gl_InstanceIndex].arrayIndex.x);
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mat4 modelView = ubo.view * ubo.instance[gl_InstanceIndex].model;
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gl_Position = ubo.projection * modelView * vec4(inPos, 1.0);
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}
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data/shaders/glsl/texturearray/instancing.vert.spv
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data/shaders/glsl/texturearray/instancing.vert.spv
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