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
9
data/shaders/hlsl/distancefieldfonts/bitmap.frag
Normal file
9
data/shaders/hlsl/distancefieldfonts/bitmap.frag
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
// Copyright 2020 Google LLC
|
||||
|
||||
Texture2D textureColor : register(t1);
|
||||
SamplerState samplerColor : register(s1);
|
||||
|
||||
float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
|
||||
{
|
||||
return textureColor.Sample(samplerColor, inUV).aaaa;
|
||||
}
|
||||
29
data/shaders/hlsl/distancefieldfonts/bitmap.vert
Normal file
29
data/shaders/hlsl/distancefieldfonts/bitmap.vert
Normal file
|
|
@ -0,0 +1,29 @@
|
|||
// Copyright 2020 Google LLC
|
||||
|
||||
struct VSInput
|
||||
{
|
||||
[[vk::location(0)]] float3 Pos : POSITION0;
|
||||
[[vk::location(1)]] float2 UV : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct UBO
|
||||
{
|
||||
float4x4 projection;
|
||||
float4x4 model;
|
||||
};
|
||||
|
||||
cbuffer ubo : register(b0) { UBO ubo; }
|
||||
|
||||
struct VSOutput
|
||||
{
|
||||
float4 Pos : SV_POSITION;
|
||||
[[vk::location(0)]] float2 UV : TEXCOORD0;
|
||||
};
|
||||
|
||||
VSOutput main(VSInput input)
|
||||
{
|
||||
VSOutput output = (VSOutput)0;
|
||||
output.UV = input.UV;
|
||||
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
|
||||
return output;
|
||||
}
|
||||
30
data/shaders/hlsl/distancefieldfonts/sdf.frag
Normal file
30
data/shaders/hlsl/distancefieldfonts/sdf.frag
Normal file
|
|
@ -0,0 +1,30 @@
|
|||
// Copyright 2020 Google LLC
|
||||
|
||||
Texture2D textureColor : register(t1);
|
||||
SamplerState samplerColor : register(s1);
|
||||
|
||||
struct UBO
|
||||
{
|
||||
float4 outlineColor;
|
||||
float outlineWidth;
|
||||
float outline;
|
||||
};
|
||||
|
||||
cbuffer ubo : register(b2) { UBO ubo; }
|
||||
|
||||
float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
|
||||
{
|
||||
float dist = textureColor.Sample(samplerColor, inUV).a;
|
||||
float smoothWidth = fwidth(dist);
|
||||
float alpha = smoothstep(0.5 - smoothWidth, 0.5 + smoothWidth, dist);
|
||||
float3 rgb = alpha.xxx;
|
||||
|
||||
if (ubo.outline > 0.0)
|
||||
{
|
||||
float w = 1.0 - ubo.outlineWidth;
|
||||
alpha = smoothstep(w - smoothWidth, w + smoothWidth, dist);
|
||||
rgb += lerp(alpha.xxx, ubo.outlineColor.rgb, alpha);
|
||||
}
|
||||
|
||||
return float4(rgb, alpha);
|
||||
}
|
||||
29
data/shaders/hlsl/distancefieldfonts/sdf.vert
Normal file
29
data/shaders/hlsl/distancefieldfonts/sdf.vert
Normal file
|
|
@ -0,0 +1,29 @@
|
|||
// Copyright 2020 Google LLC
|
||||
|
||||
struct VSInput
|
||||
{
|
||||
[[vk::location(0)]] float3 Pos : POSITION0;
|
||||
[[vk::location(1)]] float2 UV : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct UBO
|
||||
{
|
||||
float4x4 projection;
|
||||
float4x4 model;
|
||||
};
|
||||
|
||||
cbuffer ubo : register(b0) { UBO ubo; }
|
||||
|
||||
struct VSOutput
|
||||
{
|
||||
float4 Pos : SV_POSITION;
|
||||
[[vk::location(0)]] float2 UV : TEXCOORD0;
|
||||
};
|
||||
|
||||
VSOutput main(VSInput input)
|
||||
{
|
||||
VSOutput output = (VSOutput)0;
|
||||
output.UV = input.UV;
|
||||
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
|
||||
return output;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue