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
16
data/shaders/hlsl/descriptorsets/cube.frag
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16
data/shaders/hlsl/descriptorsets/cube.frag
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// Copyright 2020 Google LLC
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Texture2D textureColorMap : register(t1);
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SamplerState samplerColorMap : register(s1);
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struct VSOutput
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{
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float2 UV : TEXCOORD0;
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};
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float4 main(VSOutput input) : SV_TARGET
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{
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return textureColorMap.Sample(samplerColorMap, input.UV) * float4(input.Color, 1.0);
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}
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35
data/shaders/hlsl/descriptorsets/cube.vert
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data/shaders/hlsl/descriptorsets/cube.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)]] float3 Pos : POSITION0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float2 UV : TEXCOORD0;
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[[vk::location(3)]] float3 Color : COLOR0;
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};
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struct UBOMatrices {
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float4x4 projection;
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float4x4 view;
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float4x4 model;
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};
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cbuffer uboMatrices : register(b0) { UBOMatrices uboMatrices; };
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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)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float2 UV : TEXCOORD0;
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};
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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.Normal = input.Normal;
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output.Color = input.Color;
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output.UV = input.UV;
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output.Pos = mul(uboMatrices.projection, mul(uboMatrices.view, mul(uboMatrices.model, float4(input.Pos.xyz, 1.0))));
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return output;
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}
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