* 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
* Added helper function for easy pipeline vertex input state create info structure setup from glTF model vertex class
* Split glTF loader into header and implementation
* Updated sample to use glTF
* Removed collada files
Replaced assets are now part of the asset pack
* Return value for glTF model vertex input state create info helper
* Removed unused assets
* Use glTF assets
* Added default material for glTF node's without materials
* Use glTF assets
* Apply pre-transforms to normals
* Use glTF assets
* Use glTF assets
* Use vertex input state from glTF model class
* Scene setup
* Use glTF assets
* Use glTF assets
* Display error message and exit if glTF file could not be loaded
* Use glTF assets
* Use glTF assets
* Use glTF assets
* Remove unused buffer binds
* Use glTF assets
* Remove no longer used model files
* Remove no longer used model files
* Added support for rendering glTF models with images
* glTF model normal pre-transform ignores translation
* Use glTF assets
* Use glTF assets
* Use glTF assets
* Use glTF assets
* Use glTF assets
* Only add combined image samplers to pool if actually used in the scene
* Use global descriptor set layouts
* Use global descriptor set layouts
* Use glTF assets
* Use glTF assets
* Use glTF assets
Code cleanup
Updated GLSL and HLSL shaders
* Use glTF assets
Code cleanup
* Use glTF assets
Code cleanup
Updated GLSL and HLSL shaders
* Remove no-longer used model
* Use glTF assets
Code cleanup
Updated GLSL and HLSL shaders
* Use glTF assets
Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used model
* Use glTF assets
Code cleanup
Use RGBA texture instead of different compressed formats
Removed no-longer used assets
* Adnrdoid build file
* Use glTF assets
Code cleanup and refactoring
Updated GLSL and HLSL shaders
* Added vertex count and way of passing additional memory property type flags to glTF loader
* Use glTF assets
Updated GLSL and HLSL shaders
Removed no-longer used assets
* Use glTF assets
Updated GLSL and HLSL shaders
* Remove unfinished sample
* Completely reworked push constants sample
Use glTF assets
Updated GLSL and HLSL shaders
Removed no-longer used assets
* Android CMake build files
* Removed un-used asset
* Explicit buffer binding function
* Use glTF assets
Code cleanup
Updated GLSL and HLSL shaders
* Use glTF assets
Code cleanup
* Use glTF assets
Code cleanup
Removed no-longer used assets
* Use glTF assets
Code cleanup
Updated GLSL and HLSL shaders
Removed no-longer used assets
* Remove no-longer used asset
* Use glTF assets
Code cleanup and refactoring
Performance optimizations
Updated GLSL and HLSL shaders
Removed no-longer used assets
* Use glTF assets
Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets
* Use glTF assets
Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets
* Use glTF assets
Code cleanup and refactoring
Removed no-longer used assets
* Use glTF assets
Code cleanup and refactoring
Removed no-longer used assets
* Use glTF assets
Code cleanup and refactoring
* Use glTF assets
Code cleanup and refactoring
* Use glTF assets
Code cleanup and refactoring
Removed no-longer used assets
* Pass vertex size and calculate multiplier in shaders instead of hard-coding
With this, changes to the glTF vertex structure won't break the ray tracing samples
* Load tangents (if present)
* Use glTF assets
Code cleanup and heavy refactoring
Reworked debug display code
* Android build
* Normal mapping fixes
Udpated HLSL shaders
* Use glTF assets
Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders
* Code cleanup, comments
* Use glTF assets
Code cleanup and heavy refactoring
Reworked debug display code
Updated GLSL and HLSL shaders
* Added sample count to framebuffer create info
* Removed no-longer used assets
* Android build
Removed no-longer used assets
* Code cleanup and heavy refactoring
Updated GLSL and HLSL shaders
Use tangents stored in GLSL instead of calculating them in the fragment shader
* Renamed textured PBR sample main cpp file
* Use glTF assets
Code cleanup and refactoring
Updated GLSL and HLSL shaders
Removed no-longer used assets
* Use glTF assets
Removed no-longer used assets
* Android build files
* Android build files
* Use glTF assets
Removed no-longer used assets
* Fixed HLSL shaders
* Android build files
* Use glTF assets
Updated GLSL and HLSL shaders
Removed no-longer used assets
* Use glTF assets
Updated GLSL and HLSL shaders
Removed no-longer used assets
* Added flag to disable glTF image loading
Useful for samples that use their own textures or don't use textures at all to speed up loading
* Use glTF assets
Code cleanup
Use Sponza scene instead of Sibenik to better highlight the effect
Updated GLSL and HLSL shaders
* Updated Android build files
* Removed left-over comment
* Use Sponza scene for the SSAO sample
* Removed unused code
* Removed ASSIMP
No longer required as all samples now use the glTF file format
* Added missing vertex shader stage
* Removed old ASSIMP-based model loader
* Added support for loading external glTF images from ktx
Android fixes for loading external buffer files
* Scene setup
* Added missing shader stages
* Removed ASSIMP from build files
* Fixed compiler warning
* Removed ASSIMP from readmes
* Android build files cleanup
* Replaced ktx submodule with only the files required for this repo
The ktx submodule was a tad too big and contained lots of files not required for this repo
* Moved ktx build files into base project
* Use glTF assets
* Use glTF assets
* Removed license files, will be moved to asset pack
* Use RGBA textures
* Use RGBA cubemp texture with face assignment based on original images
Refs #679
* Android build files
* Removed textures
All textures will be moved to the asset pack
* Ignore asset folders
* Removed font
Fonts will be moved to the asset pack
* Link to gltf asset pack
* Updated gitignore
* Android build file
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