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
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data/shaders/hlsl/gears/gears.frag
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data/shaders/hlsl/gears/gears.frag
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// Copyright 2020 Google LLC
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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)]] float3 EyePos : POSITION0;
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[[vk::location(3)]] float3 LightVec : TEXCOORD2;
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};
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float4 main(VSOutput input) : SV_TARGET
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{
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float3 Eye = normalize(-input.EyePos);
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float3 Reflected = normalize(reflect(-input.LightVec, input.Normal));
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float4 IAmbient = float4(0.2, 0.2, 0.2, 1.0);
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float4 IDiffuse = float4(0.5, 0.5, 0.5, 0.5) * max(dot(input.Normal, input.LightVec), 0.0);
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float specular = 0.25;
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float4 ISpecular = float4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 0.8) * specular;
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return float4((IAmbient + IDiffuse) * float4(input.Color, 1.0) + ISpecular);
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}
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data/shaders/hlsl/gears/gears.vert
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data/shaders/hlsl/gears/gears.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)]] float4 Pos : POSITION0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float3 Color : COLOR0;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 model;
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float4x4 normal;
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float4x4 view;
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float3 lightpos;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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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)]] float3 EyePos : POSITION0;
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[[vk::location(3)]] float3 LightVec : TEXCOORD2;
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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 = normalize(mul((float4x3)ubo.normal, input.Normal).xyz);
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output.Color = input.Color;
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float4x4 modelView = mul(ubo.view, ubo.model);
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float4 pos = mul(modelView, input.Pos);
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output.EyePos = mul(modelView, pos).xyz;
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float4 lightPos = mul(float4(ubo.lightpos, 1.0), modelView);
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output.LightVec = normalize(lightPos.xyz - output.EyePos);
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output.Pos = mul(ubo.projection, pos);
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return output;
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}
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