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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@ -90,7 +90,7 @@ public:
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~VulkanExample()
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{
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// Clean up used Vulkan resources
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// Clean up used Vulkan resources
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// Note : Inherited destructor cleans up resources stored in base class
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vkDestroyPipeline(device, pipelines.solid, nullptr);
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if (pipelines.wireframe != VK_NULL_HANDLE) {
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@ -106,7 +106,7 @@ public:
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textures.colorHeightMap.destroy();
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}
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// Enable physical device features required for this example
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// Enable physical device features required for this example
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virtual void getEnabledFeatures()
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{
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// Tessellation shader support is required for this example
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@ -284,13 +284,13 @@ public:
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{
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// Binding 0 : Tessellation control shader ubo
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vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT,
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT,
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0),
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// Binding 1 : Tessellation evaluation shader ubo
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vks::initializers::descriptorSetLayoutBinding(
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VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
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VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT,
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VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT,
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1),
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// Binding 2 : Combined color (rgb) and height (alpha) map
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vks::initializers::descriptorSetLayoutBinding(
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@ -386,10 +386,10 @@ public:
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// Tessellation pipeline
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// Load shaders
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std::array<VkPipelineShaderStageCreateInfo, 4> shaderStages;
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shaderStages[0] = loadShader(getAssetPath() + "shaders/displacement/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/displacement/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[2] = loadShader(getAssetPath() + "shaders/displacement/displacement.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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shaderStages[3] = loadShader(getAssetPath() + "shaders/displacement/displacement.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "displacement/base.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "displacement/base.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[2] = loadShader(getShadersPath() + "displacement/displacement.tesc.spv", VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT);
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shaderStages[3] = loadShader(getShadersPath() + "displacement/displacement.tese.spv", VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT);
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VkGraphicsPipelineCreateInfo pipelineCreateInfo =
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vks::initializers::pipelineCreateInfo(
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