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/multiview/multiview.vert
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data/shaders/hlsl/multiview/multiview.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 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 ViewVec : TEXCOORD1;
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[[vk::location(3)]] float3 LightVec : TEXCOORD2;
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};
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struct UBO
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{
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float4x4 projection[2];
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float4x4 modelview[2];
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float4 lightPos;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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VSOutput main(VSInput input, uint ViewIndex : SV_ViewID)
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{
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VSOutput output = (VSOutput)0;
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output.Color = input.Color;
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output.Normal = mul((float3x3)ubo.modelview[ViewIndex], input.Normal);
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float4 pos = float4(input.Pos.xyz, 1.0);
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float4 worldPos = mul(ubo.modelview[ViewIndex], pos);
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float3 lPos = mul(ubo.modelview[ViewIndex], ubo.lightPos).xyz;
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output.LightVec = lPos - worldPos.xyz;
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output.ViewVec = -worldPos.xyz;
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output.Pos = mul(ubo.projection[ViewIndex], worldPos);
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return output;
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}
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