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- Delete outdated duplicate Engine/src/Renderer/VulkanAssetUploader.h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