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
6
data/shaders/hlsl/stencilbuffer/outline.frag
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data/shaders/hlsl/stencilbuffer/outline.frag
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// Copyright 2020 Google LLC
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float4 main() : SV_TARGET
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{
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return float4(1.0, 1.0, 1.0, 1.0);
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}
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24
data/shaders/hlsl/stencilbuffer/outline.vert
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data/shaders/hlsl/stencilbuffer/outline.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(2)]] float3 Normal : NORMAL0;
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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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float4 lightPos;
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float outlineWidth;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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float4 main(VSInput input) : SV_POSITION
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{
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// Extrude along normal
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float4 pos = float4(input.Pos.xyz + input.Normal * ubo.outlineWidth, input.Pos.w);
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return mul(ubo.projection, mul(ubo.model, pos));
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}
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32
data/shaders/hlsl/stencilbuffer/toon.frag
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data/shaders/hlsl/stencilbuffer/toon.frag
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// Copyright 2020 Google LLC
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Texture2D textureColorMap : register(t1);
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SamplerState samplerColorMap : register(s1);
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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 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 color;
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float intensity = dot(N,L);
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if (intensity > 0.98)
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color = input.Color * 1.5;
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else if (intensity > 0.9)
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color = input.Color * 1.0;
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else if (intensity > 0.5)
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color = input.Color * 0.6;
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else if (intensity > 0.25)
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color = input.Color * 0.4;
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else
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color = input.Color * 0.2;
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// Desaturate a bit
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color = lerp(color, dot(float3(0.2126,0.7152,0.0722), color).xxx, 0.1);
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return float4(color, 1);
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}
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37
data/shaders/hlsl/stencilbuffer/toon.vert
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data/shaders/hlsl/stencilbuffer/toon.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 Color : COLOR0;
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[[vk::location(2)]] float3 Normal : NORMAL0;
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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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float4 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 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.Color = float3(1.0, 0.0, 0.0);
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output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
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output.Normal = mul((float3x3)ubo.model, input.Normal);
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float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
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float3 lPos = mul((float3x3)ubo.model, ubo.lightPos.xyz);
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output.LightVec = lPos - pos.xyz;
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return output;
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}
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