diff --git a/filament/CMakeLists.txt b/filament/CMakeLists.txt index 9f0364f94e..fae6565e68 100644 --- a/filament/CMakeLists.txt +++ b/filament/CMakeLists.txt @@ -385,16 +385,16 @@ endforeach() add_custom_command( OUTPUT "${MATERIAL_DIR}/colorGrading.filamat" - DEPENDS ../shaders/src/dithering.fs - DEPENDS ../shaders/src/vignette.fs + DEPENDS ../shaders/src/inline_dithering.fs + DEPENDS ../shaders/src/inline_vignette.fs DEPENDS src/materials/colorGrading/colorGrading.fs APPEND ) add_custom_command( OUTPUT "${MATERIAL_DIR}/colorGradingAsSubpass.filamat" - DEPENDS ../shaders/src/dithering.fs - DEPENDS ../shaders/src/vignette.fs + DEPENDS ../shaders/src/inline_dithering.fs + DEPENDS ../shaders/src/inline_vignette.fs DEPENDS src/materials/colorGrading/colorGrading.fs APPEND ) diff --git a/filament/backend/include/backend/DriverEnums.h b/filament/backend/include/backend/DriverEnums.h index 2b68ced9c1..726665e396 100644 --- a/filament/backend/include/backend/DriverEnums.h +++ b/filament/backend/include/backend/DriverEnums.h @@ -1302,7 +1302,7 @@ enum class Workaround : uint16_t { // for some uniform arrays, it's needed to do an initialization to avoid crash on adreno gpu ADRENO_UNIFORM_ARRAY_CRASH, // Workaround a Metal pipeline compilation error with the message: - // "Could not statically determine the target of a texture". See light_indirect.fs + // "Could not statically determine the target of a texture". See surface_light_indirect.fs METAL_STATIC_TEXTURE_TARGET_ERROR, // Adreno drivers sometimes aren't able to blit into a layer of a texture array. DISABLE_BLIT_INTO_TEXTURE_ARRAY, diff --git a/filament/backend/src/metal/MetalDriver.mm b/filament/backend/src/metal/MetalDriver.mm index a8eee36dcb..46f285213a 100644 --- a/filament/backend/src/metal/MetalDriver.mm +++ b/filament/backend/src/metal/MetalDriver.mm @@ -1134,8 +1134,8 @@ FeatureLevel MetalDriver::getFeatureLevel() { math::float2 MetalDriver::getClipSpaceParams() { // virtual and physical z-coordinate of clip-space is in [-w, 0] - // Note: this is actually never used (see: main.vs), but it's a backend API so we implement it - // properly. + // Note: this is actually never used (see: surface_main.vs), but it's a backend API so we + // implement it properly. return math::float2{ 1.0f, 0.0f }; } diff --git a/filament/backend/src/vulkan/VulkanDriver.cpp b/filament/backend/src/vulkan/VulkanDriver.cpp index 56c4a7a296..3443b1dfda 100644 --- a/filament/backend/src/vulkan/VulkanDriver.cpp +++ b/filament/backend/src/vulkan/VulkanDriver.cpp @@ -1091,8 +1091,8 @@ FeatureLevel VulkanDriver::getFeatureLevel() { math::float2 VulkanDriver::getClipSpaceParams() { // virtual and physical z-coordinate of clip-space is in [-w, 0] - // Note: this is actually never used (see: main.vs), but it's a backend API, so we implement it - // properly. + // Note: this is actually never used (see: surface_main.vs), but it's a backend API, so we + // implement it properly. return math::float2{ 1.0f, 0.0f }; } diff --git a/filament/src/PostProcessManager.cpp b/filament/src/PostProcessManager.cpp index d9ab8b0c16..469c0122ed 100644 --- a/filament/src/PostProcessManager.cpp +++ b/filament/src/PostProcessManager.cpp @@ -2661,7 +2661,7 @@ void PostProcessManager::TaaJitterCamera( // update projection matrix inoutCameraInfo->projection[2].xy -= jitterInClipSpace; // VERTEX_DOMAIN_DEVICE doesn't apply the projection, but it still needs this - // clip transform, so we apply it separately (see main.vs) + // clip transform, so we apply it separately (see surface_main.vs) inoutCameraInfo->clipTransform.zw -= jitterInClipSpace; } diff --git a/filament/src/ShadowMap.cpp b/filament/src/ShadowMap.cpp index b71345458d..4985c8ff08 100644 --- a/filament/src/ShadowMap.cpp +++ b/filament/src/ShadowMap.cpp @@ -253,7 +253,7 @@ ShadowMap::ShaderParameters ShadowMap::updateDirectional(FEngine& engine, // The model matrix below is in fact inverted to get the view matrix and passed to the // shader as 'viewFromWorldMatrix', and is used in the VSM case to compute the depth metric. - // (see depth_main.fs). Note that in the case of VSM, 'b' below is identity. + // (see surface_depth_main.fs). Note that in the case of VSM, 'b' below is identity. mCamera->setModelMatrix(FCamera::rigidTransformInverse(highPrecisionMultiplyd(Mv, b))); mCamera->setCustomProjection(mat4(Mn * F * WLMp), znear, zfar); @@ -315,7 +315,7 @@ ShadowMap::ShaderParameters ShadowMap::updatePunctual( // The model matrix below is in fact inverted to get the view matrix and passed to the // shader as 'viewFromWorldMatrix', and is used in the VSM case to compute the depth metric. - // (see depth_main.fs). Note that in the case of VSM, 'b' below is identity. + // (see surface_depth_main.fs). Note that in the case of VSM, 'b' below is identity. mCamera->setModelMatrix(FCamera::rigidTransformInverse(highPrecisionMultiplyd(Mv, b))); mCamera->setCustomProjection(highPrecisionMultiplyd(Mn, Mp), nearPlane, farPlane); @@ -719,7 +719,7 @@ mat4f ShadowMap::computeVsmLightSpaceMatrix(const mat4f& lightSpacePcf, // For VSM, we want to leave the z coordinate in linear light-space, normalized between [0, 1], // i.e. remapping [near, far] to [0, 1]. // When sampling a VSM shadow map, the shader follows suit, and doesn't divide by w for the z - // coordinate. See shadowing.fs. + // coordinate. See surface_shadowing.fs. // compute z' = -(Mv * position).z / (far - near) - (near / (far - near)) const float scale = 1.0f / (zfar - znear); mat4f lightSpaceVsm{ lightSpacePcf }; diff --git a/filament/src/details/MorphTargetBuffer.cpp b/filament/src/details/MorphTargetBuffer.cpp index c496d58b06..b65cd290a3 100644 --- a/filament/src/details/MorphTargetBuffer.cpp +++ b/filament/src/details/MorphTargetBuffer.cpp @@ -66,7 +66,7 @@ MorphTargetBuffer* MorphTargetBuffer::Builder::build(Engine& engine) { // ------------------------------------------------------------------------------------------------ // This value is limited by ES3.0, ES3.0 only guarantees 2048. -// When you change this value, you must change MAX_MORPH_TARGET_BUFFER_WIDTH at getters.vs +// When you change this value, you must change MAX_MORPH_TARGET_BUFFER_WIDTH at surface_getters.vs constexpr size_t MAX_MORPH_TARGET_BUFFER_WIDTH = 2048; static inline size_t getWidth(size_t const vertexCount) noexcept { diff --git a/filament/src/details/Renderer.cpp b/filament/src/details/Renderer.cpp index 186c6249c7..3abcfced58 100644 --- a/filament/src/details/Renderer.cpp +++ b/filament/src/details/Renderer.cpp @@ -781,7 +781,7 @@ void FRenderer::renderJob(RootArenaScope& rootArenaScope, FView& view) { cameraInfo.projection = highPrecisionMultiply(ts, cameraInfo.projection); // VERTEX_DOMAIN_DEVICE doesn't apply the projection, but it still needs this - // clip transform, so we apply it separately (see main.vs) + // clip transform, so we apply it separately (see surface_main.vs) cameraInfo.clipTransform = { ts[0][0], ts[1][1], ts[3].x, ts[3].y }; // adjust svp to the new, larger, rendering dimensions diff --git a/filament/src/details/SkinningBuffer.cpp b/filament/src/details/SkinningBuffer.cpp index 8386aab0b6..1b608a3aff 100644 --- a/filament/src/details/SkinningBuffer.cpp +++ b/filament/src/details/SkinningBuffer.cpp @@ -174,7 +174,7 @@ void FSkinningBuffer::setBones(FEngine& engine, Handle handle, } // This value is limited by ES3.0, ES3.0 only guarantees 2048. -// When you change this value, you must change MAX_SKINNING_BUFFER_WIDTH at getters.vs +// When you change this value, you must change MAX_SKINNING_BUFFER_WIDTH at surface_getters.vs constexpr size_t MAX_SKINNING_BUFFER_WIDTH = 2048; static inline size_t getSkinningBufferWidth(size_t const pairCount) noexcept { diff --git a/filament/src/materials/colorGrading/colorGrading.mat b/filament/src/materials/colorGrading/colorGrading.mat index 83712beafe..20315b5a62 100644 --- a/filament/src/materials/colorGrading/colorGrading.mat +++ b/filament/src/materials/colorGrading/colorGrading.mat @@ -83,8 +83,8 @@ vertex { fragment { -#include "../../../../shaders/src/dithering.fs" -#include "../../../../shaders/src/vignette.fs" +#include "../../../../shaders/src/inline_dithering.fs" +#include "../../../../shaders/src/inline_vignette.fs" #include "colorGrading.fs" void dummy(){} diff --git a/filament/src/materials/colorGrading/colorGradingAsSubpass.mat b/filament/src/materials/colorGrading/colorGradingAsSubpass.mat index 236ab4d407..0875d2a655 100644 --- a/filament/src/materials/colorGrading/colorGradingAsSubpass.mat +++ b/filament/src/materials/colorGrading/colorGradingAsSubpass.mat @@ -71,8 +71,8 @@ vertex { fragment { -#include "../../../../shaders/src/dithering.fs" -#include "../../../../shaders/src/vignette.fs" +#include "../../../../shaders/src/inline_dithering.fs" +#include "../../../../shaders/src/inline_vignette.fs" #include "colorGrading.fs" void dummy(){} diff --git a/libs/filamat/include/filamat/MaterialBuilder.h b/libs/filamat/include/filamat/MaterialBuilder.h index f21abe129e..d031722027 100644 --- a/libs/filamat/include/filamat/MaterialBuilder.h +++ b/libs/filamat/include/filamat/MaterialBuilder.h @@ -727,7 +727,7 @@ public: static constexpr size_t MAX_DEPTH_OUTPUT = 1; static_assert(MAX_COLOR_OUTPUT == 8, "When updating MRT::MAX_SUPPORTED_RENDER_TARGET_COUNT, manually update post_process_inputs.fs" - " and post_process.fs"); + " and post_process_main.fs"); // Preview the first shader generated by the given CodeGenParams. // This is used to run Static Code Analysis before generating a package. diff --git a/libs/filamat/src/MaterialBuilder.cpp b/libs/filamat/src/MaterialBuilder.cpp index 3a8061e4de..3d6f3af542 100644 --- a/libs/filamat/src/MaterialBuilder.cpp +++ b/libs/filamat/src/MaterialBuilder.cpp @@ -937,15 +937,15 @@ bool MaterialBuilder::generateShaders(JobSystem& jobSystem, const std::vector= alpha) { discard; @@ -49,7 +49,7 @@ void main() { #endif #if defined(VARIANT_HAS_VSM) - // interpolated depth is stored in vertex_worldPosition.w (see main.vs) + // interpolated depth is stored in vertex_worldPosition.w (see surface_main.vs) // we always compute the "negative" side of ELVSM because the cost is small, and this allows // EVSM/ELVSM choice to be done on the CPU side more easily. highp float depth = vertex_worldPosition.w; diff --git a/shaders/src/fog.fs b/shaders/src/surface_fog.fs similarity index 100% rename from shaders/src/fog.fs rename to shaders/src/surface_fog.fs diff --git a/shaders/src/getters.cs b/shaders/src/surface_getters.cs similarity index 100% rename from shaders/src/getters.cs rename to shaders/src/surface_getters.cs diff --git a/shaders/src/getters.fs b/shaders/src/surface_getters.fs similarity index 100% rename from shaders/src/getters.fs rename to shaders/src/surface_getters.fs diff --git a/shaders/src/getters.vs b/shaders/src/surface_getters.vs similarity index 100% rename from shaders/src/getters.vs rename to shaders/src/surface_getters.vs diff --git a/shaders/src/common_instancing.glsl b/shaders/src/surface_instancing.glsl similarity index 100% rename from shaders/src/common_instancing.glsl rename to shaders/src/surface_instancing.glsl diff --git a/shaders/src/light_directional.fs b/shaders/src/surface_light_directional.fs similarity index 100% rename from shaders/src/light_directional.fs rename to shaders/src/surface_light_directional.fs diff --git a/shaders/src/light_indirect.fs b/shaders/src/surface_light_indirect.fs similarity index 100% rename from shaders/src/light_indirect.fs rename to shaders/src/surface_light_indirect.fs diff --git a/shaders/src/light_punctual.fs b/shaders/src/surface_light_punctual.fs similarity index 99% rename from shaders/src/light_punctual.fs rename to shaders/src/surface_light_punctual.fs index fa55b05728..a4d1f91257 100644 --- a/shaders/src/light_punctual.fs +++ b/shaders/src/surface_light_punctual.fs @@ -115,7 +115,7 @@ float getAngleAttenuation(const highp vec3 lightDir, const highp vec3 l, const h } /** - * Returns a Light structure (see common_lighting.fs) describing a point or spot light. + * Returns a Light structure (see surface_lighting.fs) describing a point or spot light. * The colorIntensity field will store the *pre-exposed* intensity of the light * in the w component. * diff --git a/shaders/src/light_reflections.fs b/shaders/src/surface_light_reflections.fs similarity index 100% rename from shaders/src/light_reflections.fs rename to shaders/src/surface_light_reflections.fs diff --git a/shaders/src/common_lighting.fs b/shaders/src/surface_lighting.fs similarity index 100% rename from shaders/src/common_lighting.fs rename to shaders/src/surface_lighting.fs diff --git a/shaders/src/main.cs b/shaders/src/surface_main.cs similarity index 100% rename from shaders/src/main.cs rename to shaders/src/surface_main.cs diff --git a/shaders/src/main.fs b/shaders/src/surface_main.fs similarity index 96% rename from shaders/src/main.fs rename to shaders/src/surface_main.fs index c0d6bdb61f..c9383a7bb0 100644 --- a/shaders/src/main.fs +++ b/shaders/src/surface_main.fs @@ -43,11 +43,11 @@ void main() { initObjectUniforms(); - // See shading_parameters.fs + // See surface_shading_parameters.fs // Computes global variables we need to evaluate material and lighting computeShadingParams(); - // Initialize the inputs to sensible default values, see material_inputs.fs + // Initialize the inputs to sensible default values, see surface_material_inputs.fs MaterialInputs inputs; initMaterial(inputs); diff --git a/shaders/src/main.vs b/shaders/src/surface_main.vs similarity index 99% rename from shaders/src/main.vs rename to shaders/src/surface_main.vs index bbb9230fc8..c8882de005 100644 --- a/shaders/src/main.vs +++ b/shaders/src/surface_main.vs @@ -33,7 +33,7 @@ void main() { initObjectUniforms(); - // Initialize the inputs to sensible default values, see material_inputs.vs + // Initialize the inputs to sensible default values, see surface_material_inputs.vs #if defined(USE_OPTIMIZED_DEPTH_VERTEX_SHADER) // In USE_OPTIMIZED_DEPTH_VERTEX_SHADER mode, we can even skip this if we're already in diff --git a/shaders/src/common_material.fs b/shaders/src/surface_material.fs similarity index 100% rename from shaders/src/common_material.fs rename to shaders/src/surface_material.fs diff --git a/shaders/src/material_inputs.fs b/shaders/src/surface_material_inputs.fs similarity index 100% rename from shaders/src/material_inputs.fs rename to shaders/src/surface_material_inputs.fs diff --git a/shaders/src/material_inputs.vs b/shaders/src/surface_material_inputs.vs similarity index 100% rename from shaders/src/material_inputs.vs rename to shaders/src/surface_material_inputs.vs diff --git a/shaders/src/shading_lit.fs b/shaders/src/surface_shading_lit.fs similarity index 100% rename from shaders/src/shading_lit.fs rename to shaders/src/surface_shading_lit.fs diff --git a/shaders/src/shading_lit_custom.fs b/shaders/src/surface_shading_lit_custom.fs similarity index 100% rename from shaders/src/shading_lit_custom.fs rename to shaders/src/surface_shading_lit_custom.fs diff --git a/shaders/src/shading_model_cloth.fs b/shaders/src/surface_shading_model_cloth.fs similarity index 100% rename from shaders/src/shading_model_cloth.fs rename to shaders/src/surface_shading_model_cloth.fs diff --git a/shaders/src/shading_model_standard.fs b/shaders/src/surface_shading_model_standard.fs similarity index 97% rename from shaders/src/shading_model_standard.fs rename to shaders/src/surface_shading_model_standard.fs index ca71d1de0f..0931fda63d 100644 --- a/shaders/src/shading_model_standard.fs +++ b/shaders/src/surface_shading_model_standard.fs @@ -91,7 +91,7 @@ vec3 diffuseLobe(const PixelParams pixel, float NoV, float NoL, float LoH) { * Surface BRDF * The surface BRDF uses a diffuse lobe and a specular lobe to render both * dielectrics and conductors. The specular lobe is based on the Cook-Torrance - * micro-facet model (see brdf.fs for more details). In addition, the specular + * micro-facet model (see surface_brdf.fs for more details). In addition, the specular * can be either isotropic or anisotropic. * * Clear coat BRDF @@ -99,7 +99,7 @@ vec3 diffuseLobe(const PixelParams pixel, float NoV, float NoL, float LoH) { * top of the surface. Its IOR is set to 1.5 (polyutherane) to simplify * our computations. This BRDF only contains a specular lobe and while based * on the Cook-Torrance microfacet model, it uses cheaper terms than the surface - * BRDF's specular lobe (see brdf.fs). + * BRDF's specular lobe (see surface_brdf.fs). */ vec3 surfaceShading(const PixelParams pixel, const Light light, float occlusion) { vec3 h = normalize(shading_view + light.l); diff --git a/shaders/src/shading_model_subsurface.fs b/shaders/src/surface_shading_model_subsurface.fs similarity index 95% rename from shaders/src/shading_model_subsurface.fs rename to shaders/src/surface_shading_model_subsurface.fs index c29c62a410..d608edafa3 100644 --- a/shaders/src/shading_model_subsurface.fs +++ b/shaders/src/surface_shading_model_subsurface.fs @@ -1,6 +1,6 @@ /** * Evalutes lit materials with the subsurface shading model. This model is a - * combination of a BRDF (the same used in shading_model_standard.fs, refer to that + * combination of a BRDF (the same used in surface_shading_model_standard.fs, refer to that * file for more information) and of an approximated BTDF to simulate subsurface * scattering. The BTDF itself is not physically based and does not represent a * correct interpretation of transmission events. diff --git a/shaders/src/shading_parameters.fs b/shaders/src/surface_shading_parameters.fs similarity index 100% rename from shaders/src/shading_parameters.fs rename to shaders/src/surface_shading_parameters.fs diff --git a/shaders/src/shading_reflections.fs b/shaders/src/surface_shading_reflections.fs similarity index 100% rename from shaders/src/shading_reflections.fs rename to shaders/src/surface_shading_reflections.fs diff --git a/shaders/src/shading_unlit.fs b/shaders/src/surface_shading_unlit.fs similarity index 100% rename from shaders/src/shading_unlit.fs rename to shaders/src/surface_shading_unlit.fs diff --git a/shaders/src/shadowing.fs b/shaders/src/surface_shadowing.fs similarity index 100% rename from shaders/src/shadowing.fs rename to shaders/src/surface_shadowing.fs diff --git a/shaders/src/common_shadowing.glsl b/shaders/src/surface_shadowing.glsl similarity index 100% rename from shaders/src/common_shadowing.glsl rename to shaders/src/surface_shadowing.glsl diff --git a/shaders/src/common_types.glsl b/shaders/src/surface_types.glsl similarity index 100% rename from shaders/src/common_types.glsl rename to shaders/src/surface_types.glsl diff --git a/shaders/src/varyings.glsl b/shaders/src/surface_varyings.glsl similarity index 97% rename from shaders/src/varyings.glsl rename to shaders/src/surface_varyings.glsl index a0478838de..7c1432ef98 100644 --- a/shaders/src/varyings.glsl +++ b/shaders/src/surface_varyings.glsl @@ -32,7 +32,7 @@ LAYOUT_LOCATION(10) VARYING highp vec4 vertex_uv01; LAYOUT_LOCATION(11) VARYING highp vec4 vertex_lightSpacePosition; #endif -// Note that fragColor is an output and is not declared here; see main.fs and depth_main.fs +// Note that fragColor is an output and is not declared here; see surface_main.fs and surface_depth_main.fs #if defined(VARIANT_HAS_STEREO) && defined(FILAMENT_STEREO_INSTANCED) #if defined(GL_ES) && defined(FILAMENT_GLSLANG)