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:
parent
cac1d2e850
commit
ca884587a4
1043 changed files with 1207 additions and 1201 deletions
26
data/shaders/hlsl/deferredshadows/debug.frag
Normal file
26
data/shaders/hlsl/deferredshadows/debug.frag
Normal file
|
|
@ -0,0 +1,26 @@
|
|||
// Copyright 2020 Google LLC
|
||||
|
||||
Texture2D texturePosition : register(t1);
|
||||
SamplerState samplerPosition : register(s1);
|
||||
Texture2D textureNormal : register(t2);
|
||||
SamplerState samplerNormal : register(s2);
|
||||
Texture2D textureAlbedo : register(t3);
|
||||
SamplerState samplerAlbedo : register(s3);
|
||||
Texture2DArray textureDepth : register(t5);
|
||||
SamplerState samplerDepth : register(s5);
|
||||
|
||||
float LinearizeDepth(float depth)
|
||||
{
|
||||
float n = 0.1; // camera z near
|
||||
float f = 64.0; // camera z far
|
||||
float z = depth;
|
||||
return (2.0 * n) / (f + n - z * (f - n));
|
||||
}
|
||||
|
||||
float4 main([[vk::location(0)]] float3 inUV : TEXCOORD0) : SV_TARGET
|
||||
{
|
||||
// Display depth from light's point-of-view
|
||||
// inUV.w = number of light source
|
||||
float depth = textureDepth.Sample(samplerDepth, float3(inUV)).r;
|
||||
return float4((1.0 - LinearizeDepth(depth)).xxx, 0.0);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue