Update ray tracing samples to use VK_KHR_ray_tracing (#753)

* Started updating ray tracing samples to KHR extension

* Updated GLSL shaders to use GL_EXT_ray_tracing

* Code cleanup, naming

* Fix include directories to use Vulkan headers from repository instead of NDK for the Android build

* Added new Android function pointers

* Renamed basic ray tracing sample

Added android build files

* Remove unused batch file

* Replaced remaining NV identifiers

* Updating ray tracing shadow sample to KHR extension

* Updated shaders to use KHR instead of NV extension

Fixed shader bindings

* Updating ray tracing reflections sample to KHR extension

* Renamed ray tracing reflections sample

* Renamed ray tracing shadows sample

Added android build files

* Removed no-longer used batch files for shader generation

* Proper alignment for the shader binding table

* Updated readme

* Reworked shader group setup

* Cleanup

* Reworked shader group setup

* Reworked shader group setup

* Code cleanup
This commit is contained in:
Sascha Willems 2020-08-15 17:59:02 +02:00 committed by GitHub
parent e6956acfbd
commit ee946e2abf
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
98 changed files with 3291 additions and 2457 deletions

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glslangvalidator -V textoverlay.vert -o textoverlay.vert.spv
glslangvalidator -V textoverlay.frag -o textoverlay.frag.spv

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@ -1,12 +0,0 @@
glslangvalidator -V colorpass.vert -o colorpass.vert.spv
glslangvalidator -V colorpass.frag -o colorpass.frag.spv
glslangvalidator -V phongpass.vert -o phongpass.vert.spv
glslangvalidator -V phongpass.frag -o phongpass.frag.spv
glslangvalidator -V gaussblur.vert -o gaussblur.vert.spv
glslangvalidator -V gaussblur.frag -o gaussblur.frag.spv
glslangvalidator -V skybox.vert -o skybox.vert.spv
glslangvalidator -V skybox.frag -o skybox.frag.spv

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@ -1,5 +0,0 @@
glslangvalidator -V particle.frag -o particle.frag.spv
glslangvalidator -V particle.vert -o particle.vert.spv
glslangvalidator -V particle.comp -o particle.comp.spv

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@ -1,3 +0,0 @@
glslangvalidator -V texture.frag -o texture.frag.spv
glslangvalidator -V texture.vert -o texture.vert.spv
glslangvalidator -V raytracing.comp -o raytracing.comp.spv

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@ -1,7 +0,0 @@
glslangvalidator -V edgedetect.comp -o edgedetect.comp.spv
glslangvalidator -V emboss.comp -o emboss.comp.spv
glslangvalidator -V sharpen.comp -o sharpen.comp.spv
glslangvalidator -V texture.frag -o texture.frag.spv
glslangvalidator -V texture.vert -o texture.vert.spv

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@ -1,6 +0,0 @@
glslangvalidator -V toon.vert -o toon.vert.spv
glslangvalidator -V toon.frag -o toon.frag.spv
glslangvalidator -V colorpass.vert -o colorpass.vert.spv
glslangvalidator -V colorpass.frag -o colorpass.frag.spv
glslangvalidator -V postprocess.vert -o postprocess.vert.spv
glslangvalidator -V postprocess.frag -o postprocess.frag.spv

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@ -1,5 +0,0 @@
glslangvalidator -V base.vert -o base.vert.spv
glslangvalidator -V base.frag -o base.frag.spv
glslangvalidator -V displacement.tesc -o displacement.tesc.spv
glslangvalidator -V displacement.tese -o displacement.tese.spv

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@ -1,5 +0,0 @@
glslangvalidator -V sdf.vert -o sdf.vert.spv
glslangvalidator -V sdf.frag -o sdf.frag.spv
glslangvalidator -V bitmap.vert -o bitmap.vert.spv
glslangvalidator -V bitmap.frag -o bitmap.frag.spv

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@ -1,5 +0,0 @@
glslangvalidator -V base.vert -o base.vert.spv
glslangvalidator -V base.frag -o base.frag.spv
glslangvalidator -V normaldebug.geom -o normaldebug.geom.spv
glslangvalidator -V mesh.vert -o mesh.vert.spv
glslangvalidator -V mesh.frag -o mesh.frag.spv

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@ -1,6 +0,0 @@
glslangvalidator -V ground.vert -o ground.vert.spv
glslangvalidator -V ground.frag -o ground.frag.spv
glslangvalidator -V indirectdraw.vert -o indirectdraw.vert.spv
glslangvalidator -V indirectdraw.frag -o indirectdraw.frag.spv
glslangvalidator -V skysphere.vert -o skysphere.vert.spv
glslangvalidator -V skysphere.frag -o skysphere.frag.spv

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@ -1,2 +0,0 @@
glslangvalidator -V instancing.vert -o instancing.vert.spv
glslangvalidator -V instancing.frag -o instancing.frag.spv

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@ -1,4 +0,0 @@
glslangvalidator -V phong.vert -o phong.vert.spv
glslangvalidator -V phong.frag -o phong.frag.spv
glslangvalidator -V starsphere.vert -o starsphere.vert.spv
glslangvalidator -V starsphere.frag -o starsphere.frag.spv

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@ -1,9 +0,0 @@
#version 460
#extension GL_NV_ray_tracing : require
layout(location = 0) rayPayloadInNV vec3 hitValue;
void main()
{
hitValue = vec3(0.0, 0.0, 0.2);
}

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@ -1,32 +0,0 @@
#version 460
#extension GL_NV_ray_tracing : require
layout(binding = 0, set = 0) uniform accelerationStructureNV topLevelAS;
layout(binding = 1, set = 0, rgba8) uniform image2D image;
layout(binding = 2, set = 0) uniform CameraProperties
{
mat4 viewInverse;
mat4 projInverse;
} cam;
layout(location = 0) rayPayloadNV vec3 hitValue;
void main()
{
const vec2 pixelCenter = vec2(gl_LaunchIDNV.xy) + vec2(0.5);
const vec2 inUV = pixelCenter/vec2(gl_LaunchSizeNV.xy);
vec2 d = inUV * 2.0 - 1.0;
vec4 origin = cam.viewInverse * vec4(0,0,0,1);
vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1) ;
vec4 direction = cam.viewInverse*vec4(normalize(target.xyz / target.w), 0) ;
uint rayFlags = gl_RayFlagsOpaqueNV;
uint cullMask = 0xff;
float tmin = 0.001;
float tmax = 10000.0;
traceNV(topLevelAS, rayFlags, cullMask, 0, 0, 0, origin.xyz, tmin, direction.xyz, tmax, 0);
imageStore(image, ivec2(gl_LaunchIDNV.xy), vec4(hitValue, 0.0));
}

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@ -1,9 +0,0 @@
#version 460
#extension GL_NV_ray_tracing : require
layout(location = 0) rayPayloadInNV vec3 hitValue;
void main()
{
hitValue = vec3(0.0, 0.0, 0.2);
}

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@ -1,9 +0,0 @@
#version 460
#extension GL_NV_ray_tracing : require
layout(location = 2) rayPayloadInNV bool shadowed;
void main()
{
shadowed = false;
}

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@ -1,6 +0,0 @@
glslangvalidator -V mesh.vert -o mesh.vert.spv
glslangvalidator -V mesh.frag -o mesh.frag.spv
glslangvalidator -V occluder.vert -o occluder.vert.spv
glslangvalidator -V occluder.frag -o occluder.frag.spv
glslangvalidator -V simple.vert -o simple.vert.spv
glslangvalidator -V simple.frag -o simple.frag.spv

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@ -1,7 +0,0 @@
glslangvalidator -V particle.frag -o particle.frag.spv
glslangvalidator -V particle.vert -o particle.vert.spv
glslangvalidator -V normalmap.frag -o normalmap.frag.spv
glslangvalidator -V normalmap.vert -o normalmap.vert.spv

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@ -1,7 +0,0 @@
glslangvalidator -V phong.vert -o phong.vert.spv
glslangvalidator -V phong.frag -o phong.frag.spv
glslangvalidator -V wireframe.vert -o wireframe.vert.spv
glslangvalidator -V wireframe.frag -o wireframe.frag.spv
glslangvalidator -V toon.vert -o toon.vert.spv
glslangvalidator -V toon.frag -o toon.frag.spv

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@ -1,7 +0,0 @@
glslangvalidator -V colorpass.vert -o colorpass.vert.spv
glslangvalidator -V colorpass.frag -o colorpass.frag.spv
glslangvalidator -V phongpass.vert -o phongpass.vert.spv
glslangvalidator -V phongpass.frag -o phongpass.frag.spv
glslangvalidator -V radialblur.vert -o radialblur.vert.spv
glslangvalidator -V radialblur.frag -o radialblur.frag.spv

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@ -1,9 +1,9 @@
#version 460
#extension GL_NV_ray_tracing : require
#extension GL_EXT_ray_tracing : enable
#extension GL_EXT_nonuniform_qualifier : enable
layout(location = 0) rayPayloadInNV vec3 hitValue;
hitAttributeNV vec3 attribs;
layout(location = 0) rayPayloadInEXT vec3 hitValue;
hitAttributeEXT vec3 attribs;
void main()
{

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@ -0,0 +1,9 @@
#version 460
#extension GL_EXT_ray_tracing : enable
layout(location = 0) rayPayloadInEXT vec3 hitValue;
void main()
{
hitValue = vec3(0.0, 0.0, 0.2);
}

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@ -0,0 +1,32 @@
#version 460
#extension GL_EXT_ray_tracing : enable
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
layout(binding = 1, set = 0, rgba8) uniform image2D image;
layout(binding = 2, set = 0) uniform CameraProperties
{
mat4 viewInverse;
mat4 projInverse;
} cam;
layout(location = 0) rayPayloadEXT vec3 hitValue;
void main()
{
const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + vec2(0.5);
const vec2 inUV = pixelCenter/vec2(gl_LaunchSizeEXT.xy);
vec2 d = inUV * 2.0 - 1.0;
vec4 origin = cam.viewInverse * vec4(0,0,0,1);
vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1) ;
vec4 direction = cam.viewInverse*vec4(normalize(target.xyz), 0) ;
float tmin = 0.001;
float tmax = 10000.0;
hitValue = vec3(0.0);
traceRayEXT(topLevelAS, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, origin.xyz, tmin, direction.xyz, tmax, 0);
imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(hitValue, 0.0));
}

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@ -1,5 +1,5 @@
#version 460
#extension GL_NV_ray_tracing : require
#extension GL_EXT_ray_tracing : require
#extension GL_EXT_nonuniform_qualifier : enable
struct RayPayload {
@ -9,11 +9,11 @@ struct RayPayload {
float reflector;
};
layout(location = 0) rayPayloadInNV RayPayload rayPayload;
layout(location = 0) rayPayloadInEXT RayPayload rayPayload;
hitAttributeNV vec3 attribs;
hitAttributeEXT vec3 attribs;
layout(binding = 0, set = 0) uniform accelerationStructureNV topLevelAS;
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
layout(binding = 2, set = 0) uniform UBO
{
mat4 viewInverse;
@ -68,7 +68,7 @@ void main()
vec3 lightVector = normalize(ubo.lightPos.xyz);
float dot_product = max(dot(lightVector, normal), 0.6);
rayPayload.color = v0.color.rgb * vec3(dot_product);
rayPayload.distance = gl_RayTmaxNV;
rayPayload.distance = gl_RayTmaxEXT;
rayPayload.normal = normal;
// Objects with full white vertex color are treated as reflectors

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@ -1,5 +1,5 @@
#version 460
#extension GL_NV_ray_tracing : require
#extension GL_EXT_ray_tracing : require
struct RayPayload {
vec3 color;
@ -8,14 +8,14 @@ struct RayPayload {
float reflector;
};
layout(location = 0) rayPayloadInNV RayPayload rayPayload;
layout(location = 0) rayPayloadInEXT RayPayload rayPayload;
void main()
{
// View-independent background gradient to simulate a basic sky background
const vec3 gradientStart = vec3(0.5, 0.6, 1.0);
const vec3 gradientEnd = vec3(1.0);
vec3 unitDir = normalize(gl_WorldRayDirectionNV);
vec3 unitDir = normalize(gl_WorldRayDirectionEXT);
float t = 0.5 * (unitDir.y + 1.0);
rayPayload.color = (1.0-t) * gradientStart + t * gradientEnd;

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@ -1,7 +1,7 @@
#version 460
#extension GL_NV_ray_tracing : require
#extension GL_EXT_ray_tracing : require
layout(binding = 0, set = 0) uniform accelerationStructureNV topLevelAS;
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
layout(binding = 1, set = 0, rgba8) uniform image2D image;
layout(binding = 2, set = 0) uniform CameraProperties
{
@ -18,22 +18,22 @@ struct RayPayload {
float reflector;
};
layout(location = 0) rayPayloadNV RayPayload rayPayload;
layout(location = 0) rayPayloadEXT RayPayload rayPayload;
// Max. number of recursion is passed via a specialization constant
layout (constant_id = 0) const int MAX_RECURSION = 0;
void main()
{
const vec2 pixelCenter = vec2(gl_LaunchIDNV.xy) + vec2(0.5);
const vec2 inUV = pixelCenter/vec2(gl_LaunchSizeNV.xy);
const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + vec2(0.5);
const vec2 inUV = pixelCenter/vec2(gl_LaunchSizeEXT.xy);
vec2 d = inUV * 2.0 - 1.0;
vec4 origin = cam.viewInverse * vec4(0,0,0,1);
vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1) ;
vec4 direction = cam.viewInverse*vec4(normalize(target.xyz / target.w), 0);
uint rayFlags = gl_RayFlagsOpaqueNV;
uint rayFlags = gl_RayFlagsOpaqueEXT;
uint cullMask = 0xff;
float tmin = 0.001;
float tmax = 10000.0;
@ -41,7 +41,7 @@ void main()
vec3 color = vec3(0.0);
for (int i = 0; i < MAX_RECURSION; i++) {
traceNV(topLevelAS, rayFlags, cullMask, 0, 0, 0, origin.xyz, tmin, direction.xyz, tmax, 0);
traceRayEXT(topLevelAS, rayFlags, cullMask, 0, 0, 0, origin.xyz, tmin, direction.xyz, tmax, 0);
vec3 hitColor = rayPayload.color;
if (rayPayload.distance < 0.0f) {
@ -58,5 +58,5 @@ void main()
}
imageStore(image, ivec2(gl_LaunchIDNV.xy), vec4(color, 0.0));
imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(color, 0.0));
}

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@ -1,12 +1,12 @@
#version 460
#extension GL_NV_ray_tracing : require
#extension GL_EXT_ray_tracing : require
#extension GL_EXT_nonuniform_qualifier : enable
layout(location = 0) rayPayloadInNV vec3 hitValue;
layout(location = 2) rayPayloadNV bool shadowed;
hitAttributeNV vec3 attribs;
layout(location = 0) rayPayloadInEXT vec3 hitValue;
layout(location = 2) rayPayloadEXT bool shadowed;
hitAttributeEXT vec3 attribs;
layout(binding = 0, set = 0) uniform accelerationStructureNV topLevelAS;
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
layout(binding = 2, set = 0) uniform UBO
{
mat4 viewInverse;
@ -23,9 +23,9 @@ struct Vertex
vec3 normal;
vec2 uv;
vec4 color;
vec4 _pad0;
vec4 _pad0;
vec4 _pad1;
};
};
Vertex unpack(uint index)
{
@ -60,15 +60,15 @@ void main()
// Basic lighting
vec3 lightVector = normalize(ubo.lightPos.xyz);
float dot_product = max(dot(lightVector, normal), 0.2);
hitValue = v0.color.rgb * vec3(dot_product);
hitValue = v0.color.rgb * dot_product;
// Shadow casting
float tmin = 0.001;
float tmax = 100.0;
vec3 origin = gl_WorldRayOriginNV + gl_WorldRayDirectionNV * gl_HitTNV;
float tmax = 10000.0;
vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
shadowed = true;
// Offset indices to match shadow hit/miss index
traceNV(topLevelAS, gl_RayFlagsTerminateOnFirstHitNV | gl_RayFlagsOpaqueNV|gl_RayFlagsSkipClosestHitShaderNV, 0xFF, 1, 0, 1, origin, tmin, lightVector, tmax, 2);
// Trace shadow ray and offset indices to match shadow hit/miss shader group indices
traceRayEXT(topLevelAS, gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT, 0xFF, 1, 0, 1, origin, tmin, lightVector, tmax, 2);
if (shadowed) {
hitValue *= 0.3;
}

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@ -0,0 +1,9 @@
#version 460
#extension GL_EXT_ray_tracing : require
layout(location = 0) rayPayloadInEXT vec3 hitValue;
void main()
{
hitValue = vec3(0.0, 0.0, 0.2);
}

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@ -1,7 +1,7 @@
#version 460
#extension GL_NV_ray_tracing : require
#extension GL_EXT_ray_tracing : require
layout(binding = 0, set = 0) uniform accelerationStructureNV topLevelAS;
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
layout(binding = 1, set = 0, rgba8) uniform image2D image;
layout(binding = 2, set = 0) uniform CameraProperties
{
@ -10,24 +10,24 @@ layout(binding = 2, set = 0) uniform CameraProperties
vec4 lightPos;
} cam;
layout(location = 0) rayPayloadNV vec3 hitValue;
layout(location = 0) rayPayloadEXT vec3 hitValue;
void main()
{
const vec2 pixelCenter = vec2(gl_LaunchIDNV.xy) + vec2(0.5);
const vec2 inUV = pixelCenter/vec2(gl_LaunchSizeNV.xy);
const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + vec2(0.5);
const vec2 inUV = pixelCenter/vec2(gl_LaunchSizeEXT.xy);
vec2 d = inUV * 2.0 - 1.0;
vec4 origin = cam.viewInverse * vec4(0,0,0,1);
vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1) ;
vec4 direction = cam.viewInverse*vec4(normalize(target.xyz / target.w), 0) ;
uint rayFlags = gl_RayFlagsOpaqueNV;
uint rayFlags = gl_RayFlagsOpaqueEXT;
uint cullMask = 0xff;
float tmin = 0.001;
float tmax = 10000.0;
traceNV(topLevelAS, rayFlags, cullMask, 0, 0, 0, origin.xyz, tmin, direction.xyz, tmax, 0);
traceRayEXT(topLevelAS, rayFlags, cullMask, 0, 0, 0, origin.xyz, tmin, direction.xyz, tmax, 0);
imageStore(image, ivec2(gl_LaunchIDNV.xy), vec4(hitValue, 0.0));
imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(hitValue, 0.0));
}

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@ -0,0 +1,9 @@
#version 460
#extension GL_EXT_ray_tracing : require
layout(location = 2) rayPayloadInEXT bool shadowed;
void main()
{
shadowed = false;
}

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glslangvalidator -V offscreen.vert -o offscreen.vert.spv
glslangvalidator -V offscreen.frag -o offscreen.frag.spv
glslangvalidator -V quad.vert -o quad.vert.spv
glslangvalidator -V quad.frag -o quad.frag.spv
glslangvalidator -V scene.vert -o scene.vert.spv
glslangvalidator -V scene.frag -o scene.frag.spv

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@ -1,7 +0,0 @@
glslangvalidator -V offscreen.vert -o offscreen.vert.spv
glslangvalidator -V offscreen.frag -o offscreen.frag.spv
glslangvalidator -V scene.vert -o scene.vert.spv
glslangvalidator -V scene.frag -o scene.frag.spv
glslangvalidator -V cubemapdisplay.vert -o cubemapdisplay.vert.spv
glslangvalidator -V cubemapdisplay.frag -o cubemapdisplay.frag.spv

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@ -1,2 +0,0 @@
glslangvalidator -V sem.vert -o sem.vert.spv
glslangvalidator -V sem.frag -o sem.frag.spv

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@ -1,7 +0,0 @@
glslangvalidator -V terrain.vert -o terrain.vert.spv
glslangvalidator -V terrain.frag -o terrain.frag.spv
glslangvalidator -V skysphere.vert -o skysphere.vert.spv
glslangvalidator -V skysphere.frag -o skysphere.frag.spv
glslangvalidator -V terrain.tesc -o terrain.tesc.spv
glslangvalidator -V terrain.tese -o terrain.tese.spv

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@ -1,7 +0,0 @@
glslangvalidator -V base.vert -o base.vert.spv
glslangvalidator -V base.frag -o base.frag.spv
glslangvalidator -V passthrough.tesc -o passthrough.tesc.spv
glslangvalidator -V passthrough.tese -o passthrough.tese.spv
glslangvalidator -V pntriangles.tesc -o pntriangles.tesc.spv
glslangvalidator -V pntriangles.tese -o pntriangles.tese.spv

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@ -1,3 +0,0 @@
glslangvalidator -V texture.vert -o texture.vert.spv
glslangvalidator -V texture.frag -o texture.frag.spv

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@ -1,2 +0,0 @@
glslangvalidator -V instancing.vert -o instancing.vert.spv
glslangvalidator -V instancing.frag -o instancing.frag.spv

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@ -1,8 +0,0 @@
glslangvalidator -V logo.vert -o logo.vert.spv
glslangvalidator -V logo.frag -o logo.frag.spv
glslangvalidator -V mesh.vert -o mesh.vert.spv
glslangvalidator -V mesh.frag -o mesh.frag.spv
glslangvalidator -V skybox.vert -o skybox.vert.spv
glslangvalidator -V skybox.frag -o skybox.frag.spv