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:
Ben Clayton 2020-05-29 16:08:53 +01:00
parent cac1d2e850
commit ca884587a4
1043 changed files with 1207 additions and 1201 deletions

View file

@ -0,0 +1,51 @@
// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
};
[[vk::constant_id(0)]] const int type = 0;
struct UBO {
float4x4 projection;
float4x4 modelview;
float4x4 inverseModelview;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 UVW : TEXCOORD0;
[[vk::location(1)]] float3 WorldPos : POSITION0;
[[vk::location(2)]] float3 Normal : NORMAL0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.UVW = input.Pos;
switch(type) {
case 0: // Skybox
output.WorldPos = mul((float4x3)ubo.modelview, input.Pos).xyz;
output.Pos = mul(ubo.projection, float4(output.WorldPos, 1.0));
break;
case 1: // Object
output.WorldPos = mul(ubo.modelview, float4(input.Pos, 1.0)).xyz;
output.Pos = mul(ubo.projection, mul(ubo.modelview, float4(input.Pos.xyz, 1.0)));
break;
}
output.WorldPos = mul(ubo.modelview, float4(input.Pos, 1.0)).xyz;
output.Normal = mul((float4x3)ubo.modelview, input.Normal).xyz;
float3 lightPos = float3(0.0f, -5.0f, 5.0f);
output.LightVec = lightPos.xyz - output.WorldPos.xyz;
output.ViewVec = -output.WorldPos.xyz;
return output;
}