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:
Pixelflinger
2020-07-31 00:12:32 -07:00
committed by Mathias Agopian
parent b4a35c3ee2
commit a13620c66d
19 changed files with 28 additions and 29 deletions

View File

@@ -146,27 +146,27 @@ set(PRIVATE_HDRS
src/upcast.h)
set(MATERIAL_SRCS
src/materials/colorGrading.mat
src/materials/colorGradingAsSubpass.mat
src/materials/colorGrading/colorGrading.mat
src/materials/colorGrading/colorGradingAsSubpass.mat
src/materials/defaultMaterial.mat
src/materials/dof.mat
src/materials/dofDownsample.mat
src/materials/dofCombine.mat
src/materials/dofTiles.mat
src/materials/dofDilate.mat
src/materials/dofMipmap.mat
src/materials/dofMedian.mat
src/materials/dof/dof.mat
src/materials/dof/dofDownsample.mat
src/materials/dof/dofCombine.mat
src/materials/dof/dofTiles.mat
src/materials/dof/dofDilate.mat
src/materials/dof/dofMipmap.mat
src/materials/dof/dofMedian.mat
src/materials/blitLow.mat
src/materials/blitMedium.mat
src/materials/blitHigh.mat
src/materials/bloomDownsample.mat
src/materials/bloomUpsample.mat
src/materials/bilateralBlur.mat
src/materials/mipmapDepth.mat
src/materials/bloom/bloomDownsample.mat
src/materials/bloom/bloomUpsample.mat
src/materials/ssao/bilateralBlur.mat
src/materials/ssao/mipmapDepth.mat
src/materials/skybox.mat
src/materials/sao.mat
src/materials/ssao/sao.mat
src/materials/separableGaussianBlur.mat
src/materials/fxaa.mat
src/materials/antiAliasing/fxaa.mat
)
# Embed the binary resource blob for materials.
@@ -240,43 +240,43 @@ add_custom_command(
add_custom_command(
OUTPUT "${MATERIAL_DIR}/fxaa.filamat"
DEPENDS ../shaders/src/fxaa.fs
DEPENDS src/materials/antiAliasing/fxaa.fs
APPEND
)
add_custom_command(
OUTPUT "${MATERIAL_DIR}/dofDownsample.filamat"
DEPENDS src/materials/dofUtils.fs
DEPENDS src/materials/dof/dofUtils.fs
APPEND
)
add_custom_command(
OUTPUT "${MATERIAL_DIR}/dofMipmap.filamat"
DEPENDS src/materials/dofUtils.fs
DEPENDS src/materials/dof/dofUtils.fs
APPEND
)
add_custom_command(
OUTPUT "${MATERIAL_DIR}/dofDilate.filamat"
DEPENDS src/materials/dofUtils.fs
DEPENDS src/materials/dof/dofUtils.fs
APPEND
)
add_custom_command(
OUTPUT "${MATERIAL_DIR}/dof.filamat"
DEPENDS src/materials/dofUtils.fs
DEPENDS src/materials/dof/dofUtils.fs
APPEND
)
add_custom_command(
OUTPUT "${MATERIAL_DIR}/dofMedian.filamat"
DEPENDS src/materials/dofUtils.fs
DEPENDS src/materials/dof/dofUtils.fs
APPEND
)
add_custom_command(
OUTPUT "${MATERIAL_DIR}/dofCombine.filamat"
DEPENDS src/materials/dofUtils.fs
DEPENDS src/materials/dof/dofUtils.fs
APPEND
)

View File

@@ -25,7 +25,7 @@ vertex {
fragment {
#include "../../../shaders/src/fxaa.fs"
#include "fxaa.fs"
void postProcess(inout PostProcessInputs postProcess) {
// First, compute an exact upper bound for the area we need to sample from.

View File

@@ -58,9 +58,9 @@ vertex {
fragment {
#include "../../../shaders/src/dithering.fs"
#include "../../../shaders/src/vignette.fs"
#include "../../../shaders/src/bloom.fs"
#include "../../../../shaders/src/dithering.fs"
#include "../../../../shaders/src/vignette.fs"
#include "../../../../shaders/src/bloom.fs"
vec3 colorGrade(mediump sampler3D lut, const vec3 x) {
// Alexa LogC EI 1000

View File

@@ -45,8 +45,8 @@ fragment {
layout (input_attachment_index = 0, set = 2, binding = 0) uniform mediump subpassInput colorBuffer;
layout(location = 1) out vec4 tonemappedOutput;
#include "../../../shaders/src/dithering.fs"
#include "../../../shaders/src/vignette.fs"
#include "../../../../shaders/src/dithering.fs"
#include "../../../../shaders/src/vignette.fs"
vec3 colorGrade(mediump sampler3D lut, const vec3 x) {
// Alexa LogC EI 1000

View File

@@ -53,7 +53,6 @@ set(SHADERS
# These files aren't part of libshaders, but are included by materials inside
# filament/src/materials:
#
# fxaa.fs
# tone_mapping.fs
# conversion_functions.fs
# dithering.fs