reorganize material folder
Sets of post-process materials are in their own folder now. Also moved fxaa.fs from shaders/ to materials/ so it's next to the material that includes it. This file is not shared with any other material.
This commit is contained in:
committed by
Mathias Agopian
parent
b4a35c3ee2
commit
a13620c66d
@@ -146,27 +146,27 @@ set(PRIVATE_HDRS
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src/upcast.h)
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set(MATERIAL_SRCS
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src/materials/colorGrading.mat
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src/materials/colorGradingAsSubpass.mat
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src/materials/colorGrading/colorGrading.mat
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src/materials/colorGrading/colorGradingAsSubpass.mat
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src/materials/defaultMaterial.mat
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src/materials/dof.mat
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src/materials/dofDownsample.mat
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src/materials/dofCombine.mat
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src/materials/dofTiles.mat
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src/materials/dofDilate.mat
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src/materials/dofMipmap.mat
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src/materials/dofMedian.mat
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src/materials/dof/dof.mat
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src/materials/dof/dofDownsample.mat
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src/materials/dof/dofCombine.mat
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src/materials/dof/dofTiles.mat
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src/materials/dof/dofDilate.mat
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src/materials/dof/dofMipmap.mat
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src/materials/dof/dofMedian.mat
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src/materials/blitLow.mat
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src/materials/blitMedium.mat
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src/materials/blitHigh.mat
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src/materials/bloomDownsample.mat
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src/materials/bloomUpsample.mat
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src/materials/bilateralBlur.mat
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src/materials/mipmapDepth.mat
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src/materials/bloom/bloomDownsample.mat
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src/materials/bloom/bloomUpsample.mat
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src/materials/ssao/bilateralBlur.mat
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src/materials/ssao/mipmapDepth.mat
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src/materials/skybox.mat
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src/materials/sao.mat
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src/materials/ssao/sao.mat
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src/materials/separableGaussianBlur.mat
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src/materials/fxaa.mat
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src/materials/antiAliasing/fxaa.mat
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)
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# Embed the binary resource blob for materials.
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@@ -240,43 +240,43 @@ add_custom_command(
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add_custom_command(
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OUTPUT "${MATERIAL_DIR}/fxaa.filamat"
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DEPENDS ../shaders/src/fxaa.fs
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DEPENDS src/materials/antiAliasing/fxaa.fs
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APPEND
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)
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add_custom_command(
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OUTPUT "${MATERIAL_DIR}/dofDownsample.filamat"
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DEPENDS src/materials/dofUtils.fs
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DEPENDS src/materials/dof/dofUtils.fs
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APPEND
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)
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add_custom_command(
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OUTPUT "${MATERIAL_DIR}/dofMipmap.filamat"
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DEPENDS src/materials/dofUtils.fs
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DEPENDS src/materials/dof/dofUtils.fs
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APPEND
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)
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add_custom_command(
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OUTPUT "${MATERIAL_DIR}/dofDilate.filamat"
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DEPENDS src/materials/dofUtils.fs
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DEPENDS src/materials/dof/dofUtils.fs
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APPEND
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)
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add_custom_command(
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OUTPUT "${MATERIAL_DIR}/dof.filamat"
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DEPENDS src/materials/dofUtils.fs
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DEPENDS src/materials/dof/dofUtils.fs
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APPEND
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)
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add_custom_command(
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OUTPUT "${MATERIAL_DIR}/dofMedian.filamat"
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DEPENDS src/materials/dofUtils.fs
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DEPENDS src/materials/dof/dofUtils.fs
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APPEND
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)
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add_custom_command(
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OUTPUT "${MATERIAL_DIR}/dofCombine.filamat"
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DEPENDS src/materials/dofUtils.fs
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DEPENDS src/materials/dof/dofUtils.fs
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APPEND
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)
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@@ -25,7 +25,7 @@ vertex {
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fragment {
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#include "../../../shaders/src/fxaa.fs"
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#include "fxaa.fs"
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void postProcess(inout PostProcessInputs postProcess) {
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// First, compute an exact upper bound for the area we need to sample from.
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@@ -58,9 +58,9 @@ vertex {
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fragment {
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#include "../../../shaders/src/dithering.fs"
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#include "../../../shaders/src/vignette.fs"
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#include "../../../shaders/src/bloom.fs"
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#include "../../../../shaders/src/dithering.fs"
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#include "../../../../shaders/src/vignette.fs"
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#include "../../../../shaders/src/bloom.fs"
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vec3 colorGrade(mediump sampler3D lut, const vec3 x) {
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// Alexa LogC EI 1000
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@@ -45,8 +45,8 @@ fragment {
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layout (input_attachment_index = 0, set = 2, binding = 0) uniform mediump subpassInput colorBuffer;
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layout(location = 1) out vec4 tonemappedOutput;
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#include "../../../shaders/src/dithering.fs"
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#include "../../../shaders/src/vignette.fs"
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#include "../../../../shaders/src/dithering.fs"
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#include "../../../../shaders/src/vignette.fs"
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vec3 colorGrade(mediump sampler3D lut, const vec3 x) {
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// Alexa LogC EI 1000
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@@ -53,7 +53,6 @@ set(SHADERS
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# These files aren't part of libshaders, but are included by materials inside
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# filament/src/materials:
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#
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# fxaa.fs
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# tone_mapping.fs
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# conversion_functions.fs
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# dithering.fs
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