a bit of stuff, time to add spirv-link into this project
This commit is contained in:
@@ -1,4 +1,4 @@
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{
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"shader": "mesh_raster.shader",
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"albedo": "bricks.png"
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"shader": "funny_basic_pbr",
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"AlbedoTexture": "game/core/textures/bricks.png"
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}
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3
funnyassets/materials/error.fmat
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3
funnyassets/materials/error.fmat
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@@ -0,0 +1,3 @@
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{
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"shader": "funny_error",
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}
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@@ -1,7 +1,4 @@
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[
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{
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"model": "cube.fmesh",
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"material": "cube.fmat",
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"physics": "cube.fmesh"
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"mesh": "cube.fmesh",
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"material": "cube.fmat"
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}
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]
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9
funnyassets/shaders/funny_error.shader
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9
funnyassets/shaders/funny_error.shader
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@@ -0,0 +1,9 @@
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#include "macros.hlsl"
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BRDF
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{
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float4 brdfMain()
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{
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return float4(1);
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}
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}
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@@ -15,4 +15,10 @@
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#define PS namespace PixelShader_DO_NOT_USE
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#endif
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#ifdef BRDF_SHADER
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#define BRDF using namespace BRDFShader; namespace BRDFShader
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#else
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#define BRDF namespace BRDFShader_DO_NOT_USE
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#endif
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#endif
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1
funnyassets/shaders/mesh_trace.shader
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1
funnyassets/shaders/mesh_trace.shader
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@@ -0,0 +1 @@
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#include "macros.hlsl"
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30
funnyassets/shaders/ray_trace.hlsl
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30
funnyassets/shaders/ray_trace.hlsl
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@@ -0,0 +1,30 @@
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#ifndef RAY_TRACE_H
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#define RAY_TRACE_H
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#ifdef SOFTWARE_RAY_TRACING
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struct funnyAccelerationStructure
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{
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}
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#else
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struct funnyAccelerationStructure
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{
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RaytracingAccelerationStructure accel;
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}
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#endif
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struct funnyHitObject
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{
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static funnyHitObject TraceRay<T>(
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funnyAccelerationStructure AccelerationStructure,
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uint RayFlags,
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uint InstanceInclusionMask,
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uint RayContributionToHitGroupIndex,
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uint MultiplierForGeometryContributionToHitGroupIndex,
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uint MissShaderIndex,
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RayDesc Ray,
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inout T Payload
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);
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};
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#endif
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