Add HLSL shaders for multisampling sample
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3 changed files with 70 additions and 1 deletions
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@ -41,7 +41,7 @@ Shaders written to mirror the GLSL versions at `eddd724`. There have been change
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| inputattachments | ☑ | ☑ | ☑ | ☑
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| instancing | ☑ | ☑ | ☑ | ☑
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| mesh | ☑ | ☑ | ❌ | ☑
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| multisampling | ☑ | ☑ | ☑ | ❌
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| multisampling | ☑ | ☑ | ☑ | ☑
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| multithreading | ☑ | ☑ | ☑ | ☑
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| multiview | ☑ | ☑ | ☑ | ☑
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| negativeviewportheight | ☑ | ☑ | ☑ | ☑
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26
data/hlsl/multisampling/scene.frag
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data/hlsl/multisampling/scene.frag
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@ -0,0 +1,26 @@
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// Copyright 2020 Google LLC
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Texture2D textureColorMap : register(t1);
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SamplerState samplerColorMap : register(s1);
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struct VSOutput
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{
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float2 UV : TEXCOORD0;
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[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(4)]] float3 LightVec : TEXCOORD2;
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};
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float4 main(VSOutput input) : SV_TARGET
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{
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float4 color = textureColorMap.Sample(samplerColorMap, input.UV) * float4(input.Color, 1.0);
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(-L, N);
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float3 diffuse = max(dot(N, L), 0.0) * input.Color;
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float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75);
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return float4(diffuse * color.rgb + specular, 1.0);
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}
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43
data/hlsl/multisampling/scene.vert
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data/hlsl/multisampling/scene.vert
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@ -0,0 +1,43 @@
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// Copyright 2020 Google LLC
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struct VSInput
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{
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[[vk::location(0)]] float3 Pos : POSITION0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float2 UV : TEXCOORD0;
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[[vk::location(3)]] float3 Color : COLOR0;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 model;
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float4 lightPos;
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};
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cbuffer ubo : register(b0) { UBO ubo; };
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float2 UV : TEXCOORD0;
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[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(4)]] float3 LightVec : TEXCOORD2;
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};
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VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput)0;
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output.Normal = input.Normal;
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output.Color = input.Color;
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output.UV = input.UV;
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output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
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float4 pos = mul(ubo.model, float4(input.Pos, 0.0));
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output.Normal = mul((float3x3)ubo.model, input.Normal);
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float3 lPos = mul((float3x3)ubo.model, ubo.lightPos.xyz);
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output.LightVec = lPos - input.Pos;
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output.ViewVec = -input.Pos;
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return output;
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}
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