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- Delete outdated duplicate Engine/src/Renderer/VulkanAssetUploader.h
This commit is contained in:
2026-10-07 09:52:17 +08:00
parent cc837bc605
commit f73e52926f
55 changed files with 23 additions and 83 deletions
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#version 450
// TemporalDiff:帧历史链路调试视图。
// 输出 |上一帧 HDR − 当前帧 HDR| × 增益:
// - 静止画面应接近纯黑(两帧内容一致)
// - 运动的实体边缘发光(时域差异可见)
// - 全屏噪声 / 错位残影 = 帧历史 barrier 或槽位镜像绑定错误
// 这是 RenderGraph 帧历史资源(ReadHistory)的验证消费端。
layout(location = 0) in vec2 fragUV;
layout(location = 0) out vec4 outColor;
layout(set = 0, binding = 0) uniform sampler2D prevImage; // 帧历史(上一帧槽位镜像)
layout(set = 0, binding = 1) uniform sampler2D currImage; // 当前帧
// 全屏 pass 通用 push(16B,程序级统一声明,VUID-08878)
layout(push_constant) uniform PushConstants {
float exposure; // 与其它全屏 pass 布局一致(本 pass 不用)
float gain; // 差异增益
float param1;
float param2;
} pc;
void main() {
vec3 prev = texture(prevImage, fragUV).rgb;
vec3 curr = texture(currImage, fragUV).rgb;
outColor = vec4(abs(prev - curr) * pc.gain, 1.0);
}