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
39
data/shaders/glsl/texturecubemap/reflect.frag
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data/shaders/glsl/texturecubemap/reflect.frag
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#version 450
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layout (binding = 1) uniform samplerCube samplerColor;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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mat4 invModel;
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float lodBias;
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} ubo;
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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 float inLodBias;
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layout (location = 3) in vec3 inViewVec;
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layout (location = 4) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec3 cI = normalize (inPos);
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vec3 cR = reflect (cI, normalize(inNormal));
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cR = vec3(ubo.invModel * vec4(cR, 0.0));
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cR.x *= -1.0;
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vec4 color = texture(samplerColor, cR, inLodBias);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 ambient = vec3(0.5) * color.rgb;
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vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
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vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.5);
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outFragColor = vec4(ambient + diffuse * color.rgb + specular, 1.0);
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}
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data/shaders/glsl/texturecubemap/reflect.frag.spv
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data/shaders/glsl/texturecubemap/reflect.frag.spv
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data/shaders/glsl/texturecubemap/reflect.vert
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data/shaders/glsl/texturecubemap/reflect.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 (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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mat4 invModel;
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float lodBias;
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} ubo;
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layout (location = 0) out vec3 outPos;
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layout (location = 1) out vec3 outNormal;
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layout (location = 2) out float outLodBias;
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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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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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outPos = vec3(ubo.model * vec4(inPos, 1.0));
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outNormal = mat3(ubo.model) * inNormal;
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outLodBias = ubo.lodBias;
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vec3 lightPos = vec3(0.0f, -5.0f, 5.0f);
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outLightVec = lightPos.xyz - outPos.xyz;
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outViewVec = -outPos.xyz;
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}
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data/shaders/glsl/texturecubemap/reflect.vert.spv
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data/shaders/glsl/texturecubemap/reflect.vert.spv
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data/shaders/glsl/texturecubemap/skybox.frag
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data/shaders/glsl/texturecubemap/skybox.frag
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#version 450
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layout (binding = 1) uniform samplerCube samplerCubeMap;
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layout (location = 0) in vec3 inUVW;
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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(samplerCubeMap, inUVW);
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}
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data/shaders/glsl/texturecubemap/skybox.frag.spv
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data/shaders/glsl/texturecubemap/skybox.frag.spv
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data/shaders/glsl/texturecubemap/skybox.vert
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data/shaders/glsl/texturecubemap/skybox.vert
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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} ubo;
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layout (location = 0) out vec3 outUVW;
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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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outUVW = inPos;
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outUVW.x *= -1.0;
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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}
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data/shaders/glsl/texturecubemap/skybox.vert.spv
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data/shaders/glsl/texturecubemap/skybox.vert.spv
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