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panels/ (Editor core stays at root) - shaders/: group into pbr/ post/ debug/ env/ (runtime load paths updated) - Delete outdated duplicate Engine/src/Renderer/VulkanAssetUploader.h
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@@ -0,0 +1,23 @@
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#version 450
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// 全屏三角形:无顶点缓冲,从 gl_VertexIndex 派生 UV。
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// 0 → (-1,3)? 经典三角覆盖整个屏幕:
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// idx0:(-1,-1) idx1:(3,-1) idx2:(-1,3),UV 相应 [0..2],
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// 光栅化插值后屏幕内 UV 恰好落在 [0,1]。
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layout(location = 0) out vec2 fragUV;
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// 全屏 pass 通用 push(16B,与 tonemap.frag 及所有全屏 pass 一致,VUID-08878)
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layout(push_constant) uniform PushConstants {
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float exposure;
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float aces;
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float _pad0;
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float _pad1;
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} pc;
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void main() {
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vec2 p = vec2(
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float((gl_VertexIndex << 1) & 2),
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float(gl_VertexIndex & 2));
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fragUV = p;
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gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);
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}
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