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The .shader file must now include the .azsl extension when referencing a .azsl file. It will no longer be automatically appended.
Updated all .shader files accordingly.

Signed-off-by: santorac <[email protected]>

santorac 3 lat temu
rodzic
commit
f5eff12f02
57 zmienionych plików z 57 dodań i 57 usunięć
  1. 1 1
      Shaders/DebugVertexNormals.shader
  2. 1 1
      Shaders/DynamicDraw/DynamicDrawExample.shader
  3. 1 1
      Shaders/PostProcessing/ColorInvertCS.shader
  4. 1 1
      Shaders/PostProcessing/ColorblindnessSimulation.shader
  5. 1 1
      Shaders/PostProcessing/MSAAResolveDepth.shader
  6. 1 1
      Shaders/PostProcessing/Monochrome.shader
  7. 1 1
      Shaders/RHI/AsyncComputeLuminanceMap.shader
  8. 1 1
      Shaders/RHI/AsyncComputeLuminanceReduce.shader
  9. 1 1
      Shaders/RHI/AsyncComputeShadow.shader
  10. 1 1
      Shaders/RHI/AsyncComputeTonemapping.shader
  11. 1 1
      Shaders/RHI/BindlessPrototype.shader
  12. 1 1
      Shaders/RHI/ColorMesh.shader
  13. 1 1
      Shaders/RHI/ComputeDispatch.shader
  14. 1 1
      Shaders/RHI/ComputeDraw.shader
  15. 1 1
      Shaders/RHI/CopyQueue.shader
  16. 1 1
      Shaders/RHI/DualSourceBlending.shader
  17. 1 1
      Shaders/RHI/IndirectDispatch.shader
  18. 1 1
      Shaders/RHI/IndirectDraw.shader
  19. 1 1
      Shaders/RHI/InputAssemblyCompute.shader
  20. 1 1
      Shaders/RHI/InputAssemblyDraw.shader
  21. 1 1
      Shaders/RHI/MRTScreen.shader
  22. 1 1
      Shaders/RHI/MRTTarget.shader
  23. 1 1
      Shaders/RHI/MSAAResolve.shader
  24. 1 1
      Shaders/RHI/MatrixAlignmentTest.shader
  25. 1 1
      Shaders/RHI/MultipleViewsDepth.shader
  26. 1 1
      Shaders/RHI/MultipleViewsShadow.shader
  27. 1 1
      Shaders/RHI/Multithread.shader
  28. 1 1
      Shaders/RHI/RayTracingClosestHitGradient.shader
  29. 1 1
      Shaders/RHI/RayTracingClosestHitSolid.shader
  30. 1 1
      Shaders/RHI/RayTracingDispatch.shader
  31. 1 1
      Shaders/RHI/RayTracingDraw.shader
  32. 1 1
      Shaders/RHI/RayTracingMiss.shader
  33. 1 1
      Shaders/RHI/SHDemo.shader
  34. 1 1
      Shaders/RHI/SHRender.shader
  35. 1 1
      Shaders/RHI/Stencil.shader
  36. 1 1
      Shaders/RHI/SubpassInputComposition.shader
  37. 1 1
      Shaders/RHI/SubpassInputGBuffer.shader
  38. 1 1
      Shaders/RHI/Texture.shader
  39. 1 1
      Shaders/RHI/Texture3d.shader
  40. 1 1
      Shaders/RHI/TextureArray.shader
  41. 1 1
      Shaders/RHI/TextureMap1D.shader
  42. 1 1
      Shaders/RHI/TextureMap1DArray.shader
  43. 1 1
      Shaders/RHI/TextureMap2DArray.shader
  44. 1 1
      Shaders/RHI/TextureMap3D.shader
  45. 1 1
      Shaders/RHI/TextureMapCubemap.shader
  46. 1 1
      Shaders/RHI/TextureMapCubemapArray.shader
  47. 1 1
      Shaders/RHI/TextureMapTarget.shader
  48. 1 1
      Shaders/RHI/TexturedSurface.shader
  49. 1 1
      Shaders/RHI/Triangle.shader
  50. 1 1
      Shaders/RHI/TrianglesConstantBuffer.shader
  51. 1 1
      Shaders/RayTracing/RTAOClosestHit.shader
  52. 1 1
      Shaders/RayTracing/RTAOGeneration.shader
  53. 1 1
      Shaders/RayTracing/RTAOMiss.shader
  54. 1 1
      Shaders/RootConstantsExample/ColorMesh.shader
  55. 1 1
      Shaders/StreamingImageExample/Image3d.shader
  56. 1 1
      Shaders/StreamingImageExample/ImageMips.shader
  57. 1 1
      Shaders/TonemappingExample/RenderImage.shader

+ 1 - 1
Shaders/DebugVertexNormals.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "DebugVertexNormals",
+    "Source" : "DebugVertexNormals.azsl",
 
     "DepthStencilState" : { 
         "Depth" : { "Enable" : true, "CompareFunc" : "GreaterEqual" }

+ 1 - 1
Shaders/DynamicDraw/DynamicDrawExample.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "DynamicDrawExample",
+    "Source" : "DynamicDrawExample.azsl",
 
     "DepthStencilState" : { 
         "Depth" : { 

+ 1 - 1
Shaders/PostProcessing/ColorInvertCS.shader

@@ -1,5 +1,5 @@
 {
-    "Source": "ColorInvertCS",
+    "Source": "ColorInvertCS.azsl",
 
     "ProgramSettings":
     {

+ 1 - 1
Shaders/PostProcessing/ColorblindnessSimulation.shader

@@ -1,5 +1,5 @@
 { 
-    "Source" : "ColorblindnessSimulation",
+    "Source" : "ColorblindnessSimulation.azsl",
 
     "DepthStencilState" : {
         "Depth" : { "Enable" : false }

+ 1 - 1
Shaders/PostProcessing/MSAAResolveDepth.shader

@@ -1,5 +1,5 @@
 { 
-    "Source" : "MSAAResolveDepth",
+    "Source" : "MSAAResolveDepth.azsl",
 
     "DepthStencilState" : { 
         "Depth" : { "Enable" : true, "CompareFunc" : "Always" }

+ 1 - 1
Shaders/PostProcessing/Monochrome.shader

@@ -1,5 +1,5 @@
 { 
-    "Source" : "Monochrome",
+    "Source" : "Monochrome.azsl",
 
     "DepthStencilState" : {
         "Depth" : { "Enable" : false }

+ 1 - 1
Shaders/RHI/AsyncComputeLuminanceMap.shader

@@ -1,5 +1,5 @@
 {
-    "Source": "AsyncComputeLuminanceMap",
+    "Source": "AsyncComputeLuminanceMap.azsl",
 
     "DepthStencilState" : { 
         "Depth" : { "Enable" : false, "CompareFunc" : "GreaterEqual" }

+ 1 - 1
Shaders/RHI/AsyncComputeLuminanceReduce.shader

@@ -1,5 +1,5 @@
 {
-    "Source": "AsyncComputeLuminanceReduce",
+    "Source": "AsyncComputeLuminanceReduce.azsl",
        
     "ProgramSettings":
     {

+ 1 - 1
Shaders/RHI/AsyncComputeShadow.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "AsyncComputeShadow",
+    "Source" : "AsyncComputeShadow.azsl",
 
     "DepthStencilState" : { 
         "Depth" : { "Enable" : true, "CompareFunc" : "LessEqual" }

+ 1 - 1
Shaders/RHI/AsyncComputeTonemapping.shader

@@ -1,5 +1,5 @@
 {   
-    "Source": "AsyncComputeTonemapping",
+    "Source": "AsyncComputeTonemapping.azsl",
   
     "ProgramSettings":
     {

+ 1 - 1
Shaders/RHI/BindlessPrototype.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "BindlessPrototype",
+    "Source" : "BindlessPrototype.azsl",
 
     "DepthStencilState" : { 
         "Depth" : { "Enable" : false, "CompareFunc" : "GreaterEqual" }

+ 1 - 1
Shaders/RHI/ColorMesh.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "ColorMesh",
+    "Source" : "ColorMesh.azsl",
 
     "DepthStencilState" : { 
         "Depth" : { "Enable" : false, "CompareFunc" : "GreaterEqual" }

+ 1 - 1
Shaders/RHI/ComputeDispatch.shader

@@ -1,5 +1,5 @@
 {
-    "Source": "ComputeDispatch",
+    "Source": "ComputeDispatch.azsl",
 
     "ProgramSettings":
     {

+ 1 - 1
Shaders/RHI/ComputeDraw.shader

@@ -1,5 +1,5 @@
 {
-    "Source": "ComputeDraw",
+    "Source": "ComputeDraw.azsl",
 
     "DepthStencilState": {
         "Depth": {

+ 1 - 1
Shaders/RHI/CopyQueue.shader

@@ -1,5 +1,5 @@
 {
-    "Source": "CopyQueue",
+    "Source": "CopyQueue.azsl",
 
     "DepthStencilState": {
         "Depth": {

+ 1 - 1
Shaders/RHI/DualSourceBlending.shader

@@ -1,5 +1,5 @@
 {
-    "Source": "DualSourceBlending",
+    "Source": "DualSourceBlending.azsl",
 
     "DepthStencilState": {
         "Depth": {

+ 1 - 1
Shaders/RHI/IndirectDispatch.shader

@@ -1,5 +1,5 @@
 {
-    "Source": "IndirectDispatch",
+    "Source": "IndirectDispatch.azsl",
 
     "ProgramSettings":
     {

+ 1 - 1
Shaders/RHI/IndirectDraw.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "IndirectDraw",
+    "Source" : "IndirectDraw.azsl",
 
     "DepthStencilState" : { 
         "Depth" : { "Enable" : true, "CompareFunc" : "LessEqual" }

+ 1 - 1
Shaders/RHI/InputAssemblyCompute.shader

@@ -1,5 +1,5 @@
 {
-    "Source": "InputAssemblyCompute",
+    "Source": "InputAssemblyCompute.azsl",
 
     "ProgramSettings":
     {

+ 1 - 1
Shaders/RHI/InputAssemblyDraw.shader

@@ -1,5 +1,5 @@
 {
-    "Source": "InputAssemblyDraw",
+    "Source": "InputAssemblyDraw.azsl",
 
     "DepthStencilState": {
         "Depth": {

+ 1 - 1
Shaders/RHI/MRTScreen.shader

@@ -1,5 +1,5 @@
 {
-    "Source": "MRTScreen",
+    "Source": "MRTScreen.azsl",
 
     "DepthStencilState": {
         "Depth": {

+ 1 - 1
Shaders/RHI/MRTTarget.shader

@@ -1,5 +1,5 @@
 {
-    "Source": "MRTTarget",
+    "Source": "MRTTarget.azsl",
 
     "DepthStencilState": {
         "Depth": {

+ 1 - 1
Shaders/RHI/MSAAResolve.shader

@@ -1,5 +1,5 @@
 {
-    "Source": "MSAAResolve",
+    "Source": "MSAAResolve.azsl",
 
     "DepthStencilState": {
         "Depth": {

+ 1 - 1
Shaders/RHI/MatrixAlignmentTest.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "MatrixAlignmentTest",
+    "Source" : "MatrixAlignmentTest.azsl",
 
     "DepthStencilState" : { 
         "Depth" : { "Enable" : false, "CompareFunc" : "GreaterEqual" }

+ 1 - 1
Shaders/RHI/MultipleViewsDepth.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "MultipleViewsDepth",
+    "Source" : "MultipleViewsDepth.azsl",
 
     "DepthStencilState" : { 
         "Depth" : { "Enable" : true, "CompareFunc" : "LessEqual" }

+ 1 - 1
Shaders/RHI/MultipleViewsShadow.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "MultipleViewsShadow",
+    "Source" : "MultipleViewsShadow.azsl",
 
     "DepthStencilState" : { 
         "Depth" : { "Enable" : true, "CompareFunc" : "LessEqual" }

+ 1 - 1
Shaders/RHI/Multithread.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "Multithread",
+    "Source" : "Multithread.azsl",
 
     "DepthStencilState" : { 
         "Depth" : { "Enable" : false, "CompareFunc" : "GreaterEqual" }

+ 1 - 1
Shaders/RHI/RayTracingClosestHitGradient.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "RayTracingClosestHitGradient",
+    "Source" : "RayTracingClosestHitGradient.azsl",
     "DrawList" : "RayTracing",
 
     "CompilerHints":

+ 1 - 1
Shaders/RHI/RayTracingClosestHitSolid.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "RayTracingClosestHitSolid",
+    "Source" : "RayTracingClosestHitSolid.azsl",
     "DrawList" : "RayTracing",
 
     "CompilerHints":

+ 1 - 1
Shaders/RHI/RayTracingDispatch.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "RayTracingDispatch",
+    "Source" : "RayTracingDispatch.azsl",
     "DrawList" : "RayTracing",
 
     "CompilerHints":

+ 1 - 1
Shaders/RHI/RayTracingDraw.shader

@@ -1,5 +1,5 @@
 {
-    "Source": "RayTracingDraw",
+    "Source": "RayTracingDraw.azsl",
 
     "DepthStencilState": 
     {

+ 1 - 1
Shaders/RHI/RayTracingMiss.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "RayTracingMiss",
+    "Source" : "RayTracingMiss.azsl",
     "DrawList" : "RayTracing",
 
     "CompilerHints":

+ 1 - 1
Shaders/RHI/SHDemo.shader

@@ -1,5 +1,5 @@
 {
-    "Source": "SHDemo",
+    "Source": "SHDemo.azsl",
 
     "DepthStencilState": {
         "Depth": {

+ 1 - 1
Shaders/RHI/SHRender.shader

@@ -1,5 +1,5 @@
 {
-    "Source": "SHRender",
+    "Source": "SHRender.azsl",
 
     "DepthStencilState": {
         "Depth": {

+ 1 - 1
Shaders/RHI/Stencil.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "Stencil",
+    "Source" : "Stencil.azsl",
 
     "DepthStencilState" : { 
         "Depth" : { "Enable" : false, "CompareFunc" : "Less" }

+ 1 - 1
Shaders/RHI/SubpassInputComposition.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "SubpassInputComposition",
+    "Source" : "SubpassInputComposition.azsl",
 
     "DepthStencilState" : { 
         "Depth" : { "Enable" : false, "CompareFunc" : "GreaterEqual" }

+ 1 - 1
Shaders/RHI/SubpassInputGBuffer.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "SubpassInputGBuffer",
+    "Source" : "SubpassInputGBuffer.azsl",
 
     "DepthStencilState" : { 
         "Depth" : { "Enable" : true, "CompareFunc" : "GreaterEqual" }

+ 1 - 1
Shaders/RHI/Texture.shader

@@ -1,5 +1,5 @@
 {
-    "Source": "Texture",
+    "Source": "Texture.azsl",
 
     "DepthStencilState": {
         "Depth": {

+ 1 - 1
Shaders/RHI/Texture3d.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "Texture3d",
+    "Source" : "Texture3d.azsl",
 
     "DepthStencilState" : { 
         "Depth" : { "Enable" : false, "CompareFunc" : "GreaterEqual" }

+ 1 - 1
Shaders/RHI/TextureArray.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "TextureArray",
+    "Source" : "TextureArray.azsl",
 
     "DepthStencilState" : { 
         "Depth" : { "Enable" : false, "CompareFunc" : "GreaterEqual" }

+ 1 - 1
Shaders/RHI/TextureMap1D.shader

@@ -1,5 +1,5 @@
 {
-    "Source": "TextureMap1D",
+    "Source": "TextureMap1D.azsl",
 
     "DepthStencilState": {
         "Depth": {

+ 1 - 1
Shaders/RHI/TextureMap1DArray.shader

@@ -1,5 +1,5 @@
 {
-    "Source": "TextureMap1DArray",
+    "Source": "TextureMap1DArray.azsl",
 
     "DepthStencilState": {
         "Depth": {

+ 1 - 1
Shaders/RHI/TextureMap2DArray.shader

@@ -1,5 +1,5 @@
 {
-    "Source": "TextureMap2DArray",
+    "Source": "TextureMap2DArray.azsl",
 
     "DepthStencilState": {
         "Depth": {

+ 1 - 1
Shaders/RHI/TextureMap3D.shader

@@ -1,5 +1,5 @@
 {
-    "Source": "TextureMap3D",
+    "Source": "TextureMap3D.azsl",
 
     "DepthStencilState": {
         "Depth": {

+ 1 - 1
Shaders/RHI/TextureMapCubemap.shader

@@ -1,5 +1,5 @@
 {
-    "Source": "TextureMapCubemap",
+    "Source": "TextureMapCubemap.azsl",
 
     "DepthStencilState": {
         "Depth": {

+ 1 - 1
Shaders/RHI/TextureMapCubemapArray.shader

@@ -1,5 +1,5 @@
 {
-    "Source": "TextureMapCubemapArray",
+    "Source": "TextureMapCubemapArray.azsl",
 
     "DepthStencilState": {
         "Depth": {

+ 1 - 1
Shaders/RHI/TextureMapTarget.shader

@@ -1,5 +1,5 @@
 {
-    "Source": "TextureMapTarget",
+    "Source": "TextureMapTarget.azsl",
 
     "DepthStencilState": {
         "Depth": {

+ 1 - 1
Shaders/RHI/TexturedSurface.shader

@@ -1,5 +1,5 @@
 {
-    "Source": "TexturedSurface",
+    "Source": "TexturedSurface.azsl",
 
     "DepthStencilState": {
         "Depth": {

+ 1 - 1
Shaders/RHI/Triangle.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "Triangle",
+    "Source" : "Triangle.azsl",
 
     "DepthStencilState" : { 
         "Depth" : { "Enable" : false, "CompareFunc" : "GreaterEqual" }

+ 1 - 1
Shaders/RHI/TrianglesConstantBuffer.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "TrianglesConstantBuffer",
+    "Source" : "TrianglesConstantBuffer.azsl",
 
     "DepthStencilState" : { 
         "Depth" : { "Enable" : false, "CompareFunc" : "GreaterEqual" }

+ 1 - 1
Shaders/RayTracing/RTAOClosestHit.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "RTAOClosestHit",
+    "Source" : "RTAOClosestHit.azsl",
     "DrawList" : "RayTracing",
 
     "CompilerHints":

+ 1 - 1
Shaders/RayTracing/RTAOGeneration.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "RTAOGeneration",
+    "Source" : "RTAOGeneration.azsl",
     "DrawList" : "RayTracing",
 
     "CompilerHints":

+ 1 - 1
Shaders/RayTracing/RTAOMiss.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "RTAOMiss",
+    "Source" : "RTAOMiss.azsl",
     "DrawList" : "RayTracing",
 
     "CompilerHints":

+ 1 - 1
Shaders/RootConstantsExample/ColorMesh.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "ColorMesh",
+    "Source" : "ColorMesh.azsl",
 
     "DepthStencilState" : { 
         "Depth" : { "Enable" : true, "CompareFunc" : "GreaterEqual" }

+ 1 - 1
Shaders/StreamingImageExample/Image3d.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "Image3d",
+    "Source" : "Image3d.azsl",
 
     "DepthStencilState" : { 
         "Depth" : { "Enable" : false, "CompareFunc" : "GreaterEqual" }

+ 1 - 1
Shaders/StreamingImageExample/ImageMips.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "ImageMips",
+    "Source" : "ImageMips.azsl",
 
     "DepthStencilState" : { 
         "Depth" : { "Enable" : false, "CompareFunc" : "GreaterEqual" }

+ 1 - 1
Shaders/TonemappingExample/RenderImage.shader

@@ -1,5 +1,5 @@
 {
-    "Source" : "RenderImage",
+    "Source" : "RenderImage.azsl",
 
     "DepthStencilState" : { 
         "Depth" : { "Enable" : false, "CompareFunc" : "GreaterEqual" }