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
|
|
@ -1,31 +0,0 @@
|
|||
#version 450
|
||||
|
||||
layout (location = 0) in vec3 inPos;
|
||||
layout (location = 1) in vec3 inNormal;
|
||||
layout (location = 2) in vec2 inUV;
|
||||
layout (location = 3) in vec3 inColor;
|
||||
|
||||
layout (set = 0, binding = 0) uniform UBOScene {
|
||||
mat4 projection;
|
||||
mat4 view;
|
||||
} uboCamera;
|
||||
|
||||
layout (set = 0, binding = 1) uniform UBOModel {
|
||||
mat4 local;
|
||||
} uboModel;
|
||||
|
||||
layout (location = 0) out vec3 outNormal;
|
||||
layout (location = 1) out vec3 outColor;
|
||||
layout (location = 2) out vec2 outUV;
|
||||
|
||||
out gl_PerVertex {
|
||||
vec4 gl_Position;
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
outNormal = inNormal;
|
||||
outColor = inColor;
|
||||
outUV = inUV;
|
||||
gl_Position = uboCamera.projection * uboCamera.view * uboModel.local * vec4(inPos.xyz, 1.0);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue