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 +1,41 @@
// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float4 Pos : POSITION0;
[[vk::location(1)]] float4 Vel : TEXCOORD0;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float GradientPos : POSITION0;
[[vk::location(1)]] float2 CenterPos : POSITION1;
[[vk::builtin("PointSize")]] float PSize : PSIZE;
[[vk::location(2)]] float PointSize : TEXCOORD0;
};
struct UBO
{
float4x4 projection;
float4x4 modelview;
float2 screendim;
};
cbuffer ubo : register(b2) { UBO ubo; }
VSOutput main (VSInput input)
{
VSOutput output = (VSOutput)0;
const float spriteSize = 0.005 * input.Pos.w; // Point size influenced by mass (stored in input.Pos.w);
float4 eyePos = mul(ubo.modelview, float4(input.Pos.x, input.Pos.y, input.Pos.z, 1.0));
float4 projectedCorner = mul(ubo.projection, float4(0.5 * spriteSize, 0.5 * spriteSize, eyePos.z, eyePos.w));
output.PSize = output.PointSize = clamp(ubo.screendim.x * projectedCorner.x / projectedCorner.w, 1.0, 128.0);
output.Pos = mul(ubo.projection, eyePos);
output.CenterPos = ((output.Pos.xy / output.Pos.w) + 1.0) * 0.5 * ubo.screendim;
output.GradientPos = input.Vel.w;
return output;
}