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:
Ben Clayton 2020-05-29 16:08:53 +01:00
parent cac1d2e850
commit ca884587a4
1043 changed files with 1207 additions and 1201 deletions

View file

@ -603,13 +603,13 @@ public:
pipelineCreateInfo.pVertexInputState = &vertexInputState;
// Skybox pipeline (background cube)
shaderStages[0] = loadShader(getAssetPath() + "shaders/texturecubemap/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/texturecubemap/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getShadersPath() + "texturecubemap/skybox.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "texturecubemap/skybox.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCreateInfo, nullptr, &pipelines.skybox));
// Cube map reflect pipeline
shaderStages[0] = loadShader(getAssetPath() + "shaders/texturecubemap/reflect.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getAssetPath() + "shaders/texturecubemap/reflect.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
shaderStages[0] = loadShader(getShadersPath() + "texturecubemap/reflect.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "texturecubemap/reflect.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
// Enable depth test and write
depthStencilState.depthWriteEnable = VK_TRUE;
depthStencilState.depthTestEnable = VK_TRUE;