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
74
data/shaders/hlsl/computeparticles/particle.comp
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74
data/shaders/hlsl/computeparticles/particle.comp
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// Copyright 2020 Google LLC
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struct Particle
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{
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float2 pos;
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float2 vel;
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float4 gradientPos;
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};
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// Binding 0 : Position storage buffer
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RWStructuredBuffer<Particle> particles : register(u0);
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struct UBO
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{
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float deltaT;
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float destX;
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float destY;
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int particleCount;
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};
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cbuffer ubo : register(b1) { UBO ubo; }
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float2 attraction(float2 pos, float2 attractPos)
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{
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float2 delta = attractPos - pos;
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const float damp = 0.5;
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float dDampedDot = dot(delta, delta) + damp;
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float invDist = 1.0f / sqrt(dDampedDot);
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float invDistCubed = invDist*invDist*invDist;
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return delta * invDistCubed * 0.0035;
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}
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float2 repulsion(float2 pos, float2 attractPos)
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{
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float2 delta = attractPos - pos;
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float targetDistance = sqrt(dot(delta, delta));
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return delta * (1.0 / (targetDistance * targetDistance * targetDistance)) * -0.000035;
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}
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[numthreads(256, 1, 1)]
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void main(uint3 GlobalInvocationID : SV_DispatchThreadID)
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{
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// Current SSBO index
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uint index = GlobalInvocationID.x;
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// Don't try to write beyond particle count
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if (index >= ubo.particleCount)
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return;
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// Read position and velocity
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float2 vVel = particles[index].vel.xy;
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float2 vPos = particles[index].pos.xy;
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float2 destPos = float2(ubo.destX, ubo.destY);
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float2 delta = destPos - vPos;
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float targetDistance = sqrt(dot(delta, delta));
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vVel += repulsion(vPos, destPos.xy) * 0.05;
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// Move by velocity
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vPos += vVel * ubo.deltaT;
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// collide with boundary
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if ((vPos.x < -1.0) || (vPos.x > 1.0) || (vPos.y < -1.0) || (vPos.y > 1.0))
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vVel = (-vVel * 0.1) + attraction(vPos, destPos) * 12;
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else
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particles[index].pos.xy = vPos;
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// Write back
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particles[index].vel.xy = vVel;
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particles[index].gradientPos.x += 0.02 * ubo.deltaT;
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if (particles[index].gradientPos.x > 1.0)
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particles[index].gradientPos.x -= 1.0;
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}
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22
data/shaders/hlsl/computeparticles/particle.frag
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data/shaders/hlsl/computeparticles/particle.frag
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// Copyright 2020 Google LLC
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Texture2D textureColorMap : register(t0);
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SamplerState samplerColorMap : register(s0);
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Texture2D textureGradientRamp : register(t1);
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SamplerState samplerGradientRamp : register(s1);
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float4 Color : COLOR0;
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[[vk::location(1)]] float GradientPos : POSITION0;
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[[vk::location(2)]] float2 CenterPos : POSITION1;
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[[vk::location(3)]] float PointSize : TEXCOORD0;
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};
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float4 main (VSOutput input) : SV_TARGET
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{
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float3 color = textureGradientRamp.Sample(samplerGradientRamp, float2(input.GradientPos, 0.0)).rgb;
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float2 PointCoord = (input.Pos.xy - input.CenterPos.xy) / input.PointSize + 0.5;
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return float4(textureColorMap.Sample(samplerColorMap, PointCoord).rgb * color, 1.0);
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}
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35
data/shaders/hlsl/computeparticles/particle.vert
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data/shaders/hlsl/computeparticles/particle.vert
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// Copyright 2020 Google LLC
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struct VSInput
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{
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[[vk::location(0)]] float2 Pos : POSITION0;
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[[vk::location(1)]] float4 GradientPos : POSITION1;
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};
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::builtin("PointSize")]] float PSize : PSIZE;
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[[vk::location(0)]] float4 Color : COLOR0;
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[[vk::location(1)]] float GradientPos : POSITION0;
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[[vk::location(2)]] float2 CenterPos : POSITION1;
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[[vk::location(3)]] float PointSize : TEXCOORD0;
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};
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struct PushConsts
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{
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float2 screendim;
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};
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[[vk::push_constant]] PushConsts pushConstants;
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VSOutput main (VSInput input)
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{
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VSOutput output = (VSOutput)0;
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output.PSize = output.PointSize = 8.0;
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output.Color = float4(0.035, 0.035, 0.035, 0.035);
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output.GradientPos = input.GradientPos.x;
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output.Pos = float4(input.Pos.xy, 1.0, 1.0);
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output.CenterPos = ((output.Pos.xy / output.Pos.w) + 1.0) * 0.5 * pushConstants.screendim;
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return output;
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}
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