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
20
data/shaders/hlsl/multithreading/phong.frag
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data/shaders/hlsl/multithreading/phong.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(3)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(4)]] 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 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(-L, N);
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float3 diffuse = max(dot(N, L), 0.0) * input.Color;
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float3 specular = pow(max(dot(R, V), 0.0), 8.0) * float3(0.75, 0.75, 0.75);
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return float4(diffuse + specular, 1.0);
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}
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49
data/shaders/hlsl/multithreading/phong.vert
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data/shaders/hlsl/multithreading/phong.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)]] float3 Color : COLOR0;
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};
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struct PushConsts
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{
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float4x4 mvp;
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float3 color;
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};
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[[vk::push_constant]]PushConsts pushConsts;
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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(3)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(4)]] 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 = input.Normal;
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if ( (input.Color.r == 1.0) && (input.Color.g == 0.0) && (input.Color.b == 0.0))
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{
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output.Color = pushConsts.color;
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}
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else
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{
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output.Color = input.Color;
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}
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output.Pos = mul(pushConsts.mvp, float4(input.Pos.xyz, 1.0));
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float4 pos = mul(pushConsts.mvp, float4(input.Pos, 1.0));
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output.Normal = mul((float3x3)pushConsts.mvp, input.Normal);
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// float3 lPos = ubo.lightPos.xyz;
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float3 lPos = float3(0.0, 0.0, 0.0);
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output.LightVec = lPos - pos.xyz;
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output.ViewVec = -pos.xyz;
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return output;
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}
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35
data/shaders/hlsl/multithreading/starsphere.frag
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data/shaders/hlsl/multithreading/starsphere.frag
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// Copyright 2020 Google LLC
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#define HASHSCALE3 float3(443.897, 441.423, 437.195)
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#define STARFREQUENCY 0.01
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// Hash function by Dave Hoskins (https://www.shadertoy.com/view/4djSRW)
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float hash33(float3 p3)
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{
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p3 = frac(p3 * HASHSCALE3);
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p3 += dot(p3, p3.yxz+float3(19.19, 19.19, 19.19));
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return frac((p3.x + p3.y)*p3.z + (p3.x+p3.z)*p3.y + (p3.y+p3.z)*p3.x);
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}
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float3 starField(float3 pos)
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{
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float3 color = float3(0.0, 0.0, 0.0);
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float threshhold = (1.0 - STARFREQUENCY);
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float rnd = hash33(pos);
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if (rnd >= threshhold)
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{
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float starCol = pow((rnd - threshhold) / (1.0 - threshhold), 16.0);
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color += starCol.xxx;
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}
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return color;
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}
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float4 main([[vk::location(0)]] float3 inUVW : TEXCOORD0) : SV_TARGET
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{
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// Fake atmosphere at the bottom
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float3 atmosphere = clamp(float3(0.1, 0.15, 0.4) * (inUVW.y - 5.0), 0.0, 1.0);
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float3 color = starField(inUVW) + atmosphere;
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return float4(color, 1.0);
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}
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21
data/shaders/hlsl/multithreading/starsphere.vert
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data/shaders/hlsl/multithreading/starsphere.vert
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// Copyright 2020 Google LLC
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struct PushConsts
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{
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float4x4 mvp;
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};
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[[vk::push_constant]]PushConsts pushConsts;
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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 UVW : TEXCOORD0;
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};
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VSOutput main([[vk::location(0)]] float3 Pos : POSITION0)
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{
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VSOutput output = (VSOutput)0;
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output.UVW = Pos;
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output.Pos = mul(pushConsts.mvp, float4(Pos.xyz, 1.0));
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return output;
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}
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