Shaders - Relative paths

Shaders are no longer found under /shaders in the project; they can be
anywhere. In addition, paths for both (program) instructions in the
script and include directives in shader source code are relative to the
file which contains them.
This commit is contained in:
Emmanuel BENOîT 2017-12-29 11:33:15 +01:00
parent 3344f96af0
commit 68d01ca42e
41 changed files with 198 additions and 132 deletions

View file

@ -1,7 +1,7 @@
(include "fx-bloom.srd")
(include "fx-dof.srd")
(include "fx-combine.srd")
(include "fx-fxaa.srd")
(include "fx-bloom/fx-bloom.srd")
(include "fx-dof/fx-dof.srd")
(include "fx-combine/fx-combine.srd")
(include "fx-fxaa/fx-fxaa.srd")
(init
# Compute viewport size
@ -20,7 +20,7 @@
(set vp-x (div (sub $width $vp-width) 2))
(set vp-y (div (sub $height $vp-height) 2))
(program prg-fullscreen "fullscreen.v.glsl")
(program prg-fullscreen "/fullscreen.v.glsl")
(set use-compute 1)

View file

@ -6,7 +6,7 @@ layout(
) in;
//! type compute
//! include lib/utils.glsl
//! include /lib/utils.glsl
layout( location = 0 ) uniform sampler2D u_MainInput;
layout( location = 1 ) uniform sampler2D u_BlurInput;

View file

@ -1,7 +1,7 @@
#version 450 core
//! type fragment
//! include lib/utils.glsl
//! include /lib/utils.glsl
layout( location = 0 ) uniform sampler2D u_MainInput;
layout( location = 1 ) uniform sampler2D u_BlurInput;

View file

@ -17,7 +17,7 @@ layout( location = 4 ) uniform vec3 u_ResolutionTime;
layout( binding = 0 , rgba16f ) writeonly uniform image2D u_Output;
//!include lib/utils.glsl
//!include /lib/utils.glsl
float DOF_CoC(
in float z )

View file

@ -1,5 +1,5 @@
//!type library
//!include lib/utils.glsl
//!include /lib/utils.glsl
float DOF_CoC(
in float z )

View file

@ -7,7 +7,7 @@ layout(
local_size_y = 64
) in;
//! include chunks/dof-cs.glsl
//! include dof-cs.glsl
void main()
{

View file

@ -1,7 +1,7 @@
#version 450 core
//! type fragment
//! include chunks/dof.glsl
//! include dof.glsl
void main()
{

View file

@ -7,7 +7,7 @@ layout(
local_size_y = 20
) in;
//! include chunks/dof-cs.glsl
//! include dof-cs.glsl
void main()
{

View file

@ -1,7 +1,7 @@
#version 450 core
//! type fragment
//! include chunks/dof.glsl
//! include dof.glsl
void main()
{

View file

@ -20,4 +20,4 @@ layout( location = 4 ) uniform vec3 u_ResolutionTime;
layout( location = 0 ) out vec3 o_Color;
//!include lib/dof.glsl
//!include dof-lib.glsl

View file

@ -8,7 +8,7 @@
#define FXAA_GATHER4_ALPHA 1
#define FXAA_QUALITY__PRESET 39
//! include chunks/fxaa-3.11.glsl
//! include fxaa-3.11.glsl
layout( location = 0 ) uniform sampler2D u_Input;
layout( location = 1 ) uniform vec4 u_Viewport;

View file

@ -126,7 +126,7 @@
//! type library
//! include lib/utils.glsl
//! include utils.glsl

View file

@ -19,4 +19,4 @@ layout( location = 8 ) uniform int u_Correction;
//layout( location = 1 ) out float o_Z;
layout( binding = 0 , rgba16f ) writeonly uniform image2D u_Output;
//! include lib/raymarching.glsl
//! include raymarching.glsl

View file

@ -13,4 +13,4 @@ layout( location = 8 ) uniform int u_Correction;
layout( location = 0 ) out vec3 o_Color;
layout( location = 1 ) out float o_Z;
//! include lib/raymarching.glsl
//! include raymarching.glsl

View file

@ -1,5 +1,5 @@
//! type library
//! include lib/utils.glsl
//! include utils.glsl
vec2 RM_Map( in vec3 pos );

View file

@ -1,5 +1,5 @@
//! type library
//! include lib/utils.glsl
//! include utils.glsl
struct T_PBRMaterial

View file

@ -1,12 +1,12 @@
#version 450 core
//! type compute
//! include chunks/raymarcher-cs.glsl
//! include lib/hg_sdf.glsl
//! include /lib/raymarcher-cs.glsl
//! include /lib/hg_sdf.glsl
//! include lib/shading-pbr.glsl
//! include lib/shading-blinnphong.glsl
//! include lib/fog.glsl
//! include /lib/shading-pbr.glsl
//! include /lib/shading-blinnphong.glsl
//! include /lib/fog.glsl
T_BPMaterial BPMaterials[1] = {

View file

@ -1,12 +1,12 @@
#version 450 core
//! type fragment
//! include chunks/raymarcher.glsl
//! include lib/hg_sdf.glsl
//! include /lib/raymarcher.glsl
//! include /lib/hg_sdf.glsl
//! include lib/shading-pbr.glsl
//! include lib/shading-blinnphong.glsl
//! include lib/fog.glsl
//! include /lib/shading-pbr.glsl
//! include /lib/shading-blinnphong.glsl
//! include /lib/fog.glsl
T_BPMaterial BPMaterials[1] = {