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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@ -1,5 +1,5 @@
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/*
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* Vulkan Example - CPU based fire particle system
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* Vulkan Example - CPU based fire particle system
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*
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* Copyright (C) 2016 by Sascha Willems - www.saschawillems.de
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*
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@ -139,7 +139,7 @@ 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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textures.particles.smoke.destroy();
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@ -597,8 +597,8 @@ public:
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// Particle rendering pipeline
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{
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// Shaders
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shaderStages[0] = loadShader(getAssetPath() + "shaders/particlefire/particle.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/particlefire/particle.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "particlefire/particle.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "particlefire/particle.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// Vertex input state
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VkVertexInputBindingDescription vertexInputBinding =
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@ -607,7 +607,7 @@ public:
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std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
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vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32A32_SFLOAT, offsetof(Particle, pos)), // Location 0: Position
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vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32B32A32_SFLOAT, offsetof(Particle, color)), // Location 1: Color
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vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32_SFLOAT, offsetof(Particle, alpha)), // Location 2: Alpha
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vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32_SFLOAT, offsetof(Particle, alpha)), // Location 2: Alpha
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vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 3, VK_FORMAT_R32_SFLOAT, offsetof(Particle, size)), // Location 3: Size
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vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 4, VK_FORMAT_R32_SFLOAT, offsetof(Particle, rotation)), // Location 4: Rotation
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vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 5, VK_FORMAT_R32_SINT, offsetof(Particle, type)), // Location 5: Particle type
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@ -640,8 +640,8 @@ public:
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// Environment rendering pipeline (normal mapped)
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{
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// Shaders
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shaderStages[0] = loadShader(getAssetPath() + "shaders/particlefire/normalmap.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/particlefire/normalmap.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "particlefire/normalmap.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "particlefire/normalmap.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// Vertex input state
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VkVertexInputBindingDescription vertexInputBinding =
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@ -650,7 +650,7 @@ public:
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std::vector<VkVertexInputAttributeDescription> vertexInputAttributes = {
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vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Location 0: Position
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vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 1, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 3), // Location 1: UV
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vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 5), // Location 2: Normal
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vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 2, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 5), // Location 2: Normal
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vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 3, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 8), // Location 3: Tangent
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vks::initializers::vertexInputAttributeDescription(VERTEX_BUFFER_BIND_ID, 4, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 11), // Location 4: Bitangen
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};
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