diff options
Diffstat (limited to 'src/gpu/effects/shaders.cc')
| -rw-r--r-- | src/gpu/effects/shaders.cc | 146 |
1 files changed, 0 insertions, 146 deletions
diff --git a/src/gpu/effects/shaders.cc b/src/gpu/effects/shaders.cc deleted file mode 100644 index d79f3d3..0000000 --- a/src/gpu/effects/shaders.cc +++ /dev/null @@ -1,146 +0,0 @@ -// This file is part of the 64k demo project. -// It defines WGSL shader code for various effects. - -#include "../demo_effects.h" - -#if defined(USE_TEST_ASSETS) - -#include "test_assets.h" - -#else - -#include "generated/assets.h" - -#endif - -#include "gpu/effects/shader_composer.h" - -#include "util/asset_manager.h" - -void InitShaderComposer() { - auto& sc = ShaderComposer::Get(); - - auto register_if_exists = [&](const char* name, AssetId id) { - size_t size; - - const char* data = (const char*)GetAsset(id, &size); - - if (data) { - sc.RegisterSnippet(name, std::string(data, size)); - } - }; - - register_if_exists("common_uniforms", AssetId::ASSET_SHADER_COMMON_UNIFORMS); - register_if_exists("math/sdf_shapes", AssetId::ASSET_SHADER_MATH_SDF_SHAPES); - register_if_exists("math/sdf_utils", AssetId::ASSET_SHADER_MATH_SDF_UTILS); - register_if_exists("math/common_utils", - AssetId::ASSET_SHADER_MATH_COMMON_UTILS); - register_if_exists("math/noise", AssetId::ASSET_SHADER_MATH_NOISE); - register_if_exists("render/shadows", AssetId::ASSET_SHADER_RENDER_SHADOWS); - register_if_exists("render/scene_query_bvh", - AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_BVH); - register_if_exists("render/scene_query_linear", - AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_LINEAR); - register_if_exists("render/lighting_utils", - AssetId::ASSET_SHADER_RENDER_LIGHTING_UTILS); - register_if_exists("render/mesh", AssetId::ASSET_SHADER_MESH); - - register_if_exists("sdf_primitives", AssetId::ASSET_SHADER_SDF_PRIMITIVES); - - register_if_exists("lighting", AssetId::ASSET_SHADER_LIGHTING); - - register_if_exists("ray_box", AssetId::ASSET_SHADER_RAY_BOX); - register_if_exists("ray_triangle", AssetId::ASSET_SHADER_RAY_TRIANGLE); - - register_if_exists("cnn_activation", AssetId::ASSET_SHADER_CNN_ACTIVATION); - register_if_exists("cnn_conv1x1", AssetId::ASSET_SHADER_CNN_CONV1X1); - register_if_exists("cnn_conv3x3", AssetId::ASSET_SHADER_CNN_CONV3X3); - register_if_exists("cnn_conv5x5", AssetId::ASSET_SHADER_CNN_CONV5X5); - register_if_exists("cnn_conv7x7", AssetId::ASSET_SHADER_CNN_CONV7X7); - register_if_exists("cnn_weights_generated", - AssetId::ASSET_SHADER_CNN_WEIGHTS); - -#if !defined(STRIP_ALL) - sc.VerifyIncludes(); -#endif -} - -// Helper to get asset string or empty string - -static const char* SafeGetAsset(AssetId id) { - const uint8_t* data = GetAsset(id); - - return data ? (const char*)data : ""; -} - -const char* main_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_MAIN); - -const char* particle_compute_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_COMPUTE); - -const char* particle_render_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_RENDER); - -const char* passthrough_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_PASSTHROUGH); - -const char* ellipse_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_ELLIPSE); - -const char* particle_spray_compute_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_SPRAY_COMPUTE); - -const char* gaussian_blur_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_GAUSSIAN_BLUR); - -const char* solarize_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_SOLARIZE); - -const char* scene1_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_SCENE1); - -const char* distort_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_DISTORT); - -const char* chroma_aberration_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_CHROMA_ABERRATION); - -const char* cnn_layer_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_CNN_LAYER); - -const char* gen_noise_compute_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_NOISE); - -const char* gen_perlin_compute_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_PERLIN); - -const char* gen_grid_compute_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_GRID); - -#if !defined(STRIP_GPU_COMPOSITE) -const char* gen_blend_compute_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_BLEND); - -const char* gen_mask_compute_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_MASK); -#endif - -const char* vignette_shader_wgsl = - - SafeGetAsset(AssetId::ASSET_SHADER_VIGNETTE); |
