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:
parent
cac1d2e850
commit
ca884587a4
1043 changed files with 1207 additions and 1201 deletions
|
|
@ -1,37 +0,0 @@
|
|||
#version 450
|
||||
|
||||
#define lightCount 6
|
||||
|
||||
layout (location = 0) in vec3 inNormal;
|
||||
layout (location = 2) in vec3 inColor;
|
||||
|
||||
layout (location = 3) in vec4 inLightVec[lightCount];
|
||||
|
||||
layout (location = 0) out vec4 outFragColor;
|
||||
|
||||
#define MAX_LIGHT_DIST 9.0 * 9.0
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lightColor[lightCount];
|
||||
lightColor[0] = vec3(1.0, 0.0, 0.0);
|
||||
lightColor[1] = vec3(0.0, 1.0, 0.0);
|
||||
lightColor[2] = vec3(0.0, 0.0, 1.0);
|
||||
lightColor[3] = vec3(1.0, 0.0, 1.0);
|
||||
lightColor[4] = vec3(0.0, 1.0, 1.0);
|
||||
lightColor[5] = vec3(1.0, 1.0, 0.0);
|
||||
|
||||
vec3 diffuse = vec3(0.0);
|
||||
// Just some very basic attenuation
|
||||
for (int i = 0; i < lightCount; ++i)
|
||||
{
|
||||
float lRadius = MAX_LIGHT_DIST * inLightVec[i].w;
|
||||
|
||||
float dist = min(dot(inLightVec[i], inLightVec[i]), lRadius) / lRadius;
|
||||
float distFactor = 1.0 - dist;
|
||||
|
||||
diffuse += lightColor[i] * distFactor;
|
||||
}
|
||||
|
||||
outFragColor.rgb = diffuse;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue