**Shaders & Hot Reload** - Locations - Sources live under `shaders/` and are compiled to `.spv` next to the sources. - Build integration - CMake invokes `glslangValidator -V` for `*.vert`, `*.frag`, `*.comp` targeting Vulkan 1.2. - Helper `compile_shaders.py` uses `glslc` targeting Vulkan 1.3 and supports additional stages: - `.mesh` (`-fshader-stage=mesh`), `.task`, and ray tracing stages (`.rgen`, `.rmiss`, `.rchit`, `.rahit`, `.rint`, `.rcall`). - Windows shim: `compile_shaders.ps1 -Config Debug|Release|RelWithDebInfo`. - Keep `glslangValidator`/`glslc` on `PATH` and ensure your Vulkan SDK is installed. - Hot reload - `PipelineManager::hotReloadChanged()` watches `.spv` modification times. - Pipelines rebind the next frame when a shader file timestamp changes. - ImGui → Pipelines window provides a manual “Reload Changed” button and lists currently registered pipelines. - Conventions - Name SPIR‑V files with full extension, e.g. `fullscreen.vert.spv`, `deferred_lighting.frag.spv`. - Use `EngineContext::getAssets()->shaderPath(".spv")` when registering pipelines. - Use sRGB formats for albedo textures and UNORM for PBR control textures (see `docs/asset_manager.md`). - Material UBO layout (`GLTFMaterialData`): - `vec4 colorFactors;` - `vec4 metal_rough_factors; // x = metallic, y = roughness` - `vec4 extra[14]; // extra[0].x = normalScale` - Material texture bindings (set=1): - binding=1 `colorTex`, binding=2 `metalRoughTex`, binding=3 `normalMap`, binding=4 `occlusionTex`, binding=5 `emissiveTex`. - Adding a pipeline (graphics) - Fill `GraphicsPipelineCreateInfo` with shader paths, descriptor set layouts, optional push constants, and a `configure(PipelineBuilder&)` callback to set topology, raster, depth/blend, and attachment formats. - Register with `PipelineManager::createGraphicsPipeline(name, info)`. Retrieve via `getGraphics` or `getMaterialPipeline`. Shader File Reference | File | Stage | Description | |------|-------|-------------| | `fullscreen.vert` | Vertex | Fullscreen triangle for post-process passes | | `mesh.vert` | Vertex | Standard mesh vertex transform | | `mesh.frag` | Fragment | Forward shading (deprecated, use gbuffer) | | `gbuffer.frag` | Fragment | G-Buffer output (position, normal, albedo, AO+emissive) | | `deferred_lighting.frag` | Fragment | Deferred lighting with RT shadows + IBL | | `deferred_lighting_nort.frag` | Fragment | Deferred lighting without RT | | `shadow.vert/.frag` | Vertex/Fragment | Shadow map generation | | `ssr.frag` | Fragment | Screen-space reflections (ray march) | | `ssr_rt.frag` | Fragment | SSR + RT fallback (ray query) | | `tonemap.frag` | Fragment | HDR→LDR tonemapping + bloom | | `fxaa.frag` | Fragment | Fast approximate anti-aliasing | | `sky.comp` | Compute | Procedural sky background | | `gradient_color.comp` | Compute | Gradient background | | `background_env.frag` | Fragment | Environment map background | GLSL Includes | File | Purpose | |------|---------| | `input_structures.glsl` | SceneData UBO, material bindings, light structs | | `lighting_common.glsl` | BRDF evaluation, point light helpers | | `ibl_common.glsl` | IBL split-sum, SH irradiance |