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
|
|
@ -805,8 +805,8 @@ public:
|
|||
pipelineCreateInfo.pVertexInputState = &emptyInputState;
|
||||
|
||||
// Final fullscreen composition pass pipeline
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/hdr/composition.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/hdr/composition.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
shaderStages[0] = loadShader(getShadersPath() + "hdr/composition.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getShadersPath() + "hdr/composition.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
pipelineCreateInfo.layout = pipelineLayouts.composition;
|
||||
pipelineCreateInfo.renderPass = renderPass;
|
||||
rasterizationState.cullMode = VK_CULL_MODE_FRONT_BIT;
|
||||
|
|
@ -815,8 +815,8 @@ public:
|
|||
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.composition));
|
||||
|
||||
// Bloom pass
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/hdr/bloom.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/hdr/bloom.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
shaderStages[0] = loadShader(getShadersPath() + "hdr/bloom.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getShadersPath() + "hdr/bloom.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
colorBlendState.pAttachments = &blendAttachmentState;
|
||||
blendAttachmentState.colorWriteMask = 0xF;
|
||||
blendAttachmentState.blendEnable = VK_TRUE;
|
||||
|
|
@ -871,8 +871,8 @@ public:
|
|||
colorBlendState.attachmentCount = 2;
|
||||
colorBlendState.pAttachments = blendAttachmentStates.data();
|
||||
|
||||
shaderStages[0] = loadShader(getAssetPath() + "shaders/hdr/gbuffer.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getAssetPath() + "shaders/hdr/gbuffer.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
shaderStages[0] = loadShader(getShadersPath() + "hdr/gbuffer.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
|
||||
shaderStages[1] = loadShader(getShadersPath() + "hdr/gbuffer.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
|
||||
|
||||
// Set constant parameters via specialization constants
|
||||
specializationMapEntries[0] = vks::initializers::specializationMapEntry(0, 0, sizeof(uint32_t));
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue