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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@ -126,7 +126,7 @@ public:
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}
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~VulkanExample()
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{
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{
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vkDestroyPipeline(device, pipeline, nullptr);
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vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
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@ -182,7 +182,7 @@ public:
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Material mat = materials[materialIndex];
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//#define SINGLE_ROW 1
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//#define SINGLE_ROW 1
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#ifdef SINGLE_ROW
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mat.params.metallic = 1.0;
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@ -343,8 +343,8 @@ public:
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pipelineCreateInfo.pVertexInputState = &vertexInputState;
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// PBR pipeline
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shaderStages[0] = loadShader(getAssetPath() + "shaders/pbrbasic/pbr.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getAssetPath() + "shaders/pbrbasic/pbr.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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shaderStages[0] = loadShader(getShadersPath() + "pbrbasic/pbr.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
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shaderStages[1] = loadShader(getShadersPath() + "pbrbasic/pbr.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
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// Enable depth test and write
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depthStencilState.depthWriteEnable = VK_TRUE;
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depthStencilState.depthTestEnable = VK_TRUE;
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