Reorganize directory layout: editor panels/, grouped shaders, drop stale header
- App/editor: move 7 panels into panels/ (Editor core stays at root) - shaders/: group into pbr/ post/ debug/ env/ (runtime load paths updated) - Delete outdated duplicate Engine/src/Renderer/VulkanAssetUploader.h
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#version 450
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// IBL ①:等距柱状 HDR → 环境 cube(6 面重采样)。
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// 替代原 CPU 逐像素 SampleEquirect 双线性查表——GPU 上直接用硬件
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// 线性过滤采样(经度接缝由 S=eRepeat 处理),观感与 CPU 版一致。
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// 输出为 image2DArray(layer = face),图像本体带 CUBE_COMPATIBLE,
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// 采样端另建 eCube view。
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#include "ibl_common.glsl"
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layout(local_size_x = 8, local_size_y = 8) in;
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layout(set = 0, binding = 0) uniform sampler2D equirect;
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layout(set = 0, binding = 1, rgba16f) uniform restrict writeonly image2DArray outCube;
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void main()
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{
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ivec3 gid = ivec3(gl_GlobalInvocationID);
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ivec2 size = imageSize(outCube).xy;
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if (gid.x >= size.x || gid.y >= size.y) return;
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vec2 uv = (vec2(gid.xy) + 0.5) / vec2(size);
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vec3 dir = iblFaceDir(uint(gid.z), uv.x, uv.y);
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vec3 rgb = texture(equirect, iblDirToEquirectUv(dir)).rgb;
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imageStore(outCube, gid, vec4(rgb, 1.0));
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}
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