* Add Order Independent Transparency example
* Update README.md
* Add copyright at Order Independent Transparency example
* Disable the validation by default
* 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
* Started reworking the scene rendering to sample
Use glTF instead of ASSIMP, per-material pipelines, material loading, etc.
* Visibility toggle for scene nodes
* Fixed lighting, updated GLSL and HLSL shaders
* Renamed sample
* Code-Cleanup, comments, validation fixes
* Android build
* Started on tutorial for glTF scene rendering sample
* Minor code cleanup
* Adding new chapters to the tutorial for glTF scene rendering sample
* Added info on normal map shader bindings, spelling
* Added drawing chapter
* Getter for texture descriptors
Makes code a easier to read
* Renamed glTF scene sample
* Add markdown files to projects
* Updated readme, separate chapter for glTF samples
* Comments
* Removed unused screenshot
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
Use getAssetPath() instead of ASSET_PATH to support broader range of platforms.
Multisampling example determines sample rate from device at runtime.
Move example wrapper code from DemoViewController.mm to dedicated MVKExample.cpp file.
Remove AssImp libraries for iOS and macOS from repo, and add instructions for
generating them from AssImp source files.
Update general README.md file to mention support for iOS and macOS platforms.
Add Apple logo for README.md.
Update Vulkan logo to current registered TM logo.
Update copyright notice of MoltenVK example files to MIT license.
Examples use +/- on main keyboard, instead of numpad.