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
49
data/shaders/hlsl/multithreading/phong.vert
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49
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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