Added VRS HLSL shaders
Color coding doesn't work properly, as shading rate values don't seem to match with GLSL or DX12 specs
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51
data/shaders/hlsl/variablerateshading/scene.vert
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51
data/shaders/hlsl/variablerateshading/scene.vert
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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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[[vk::location(4)]] float4 Tangent : TEXCOORD1;
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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 view;
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float4x4 model;
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float4 lightPos;
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float4 viewPos;
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int colorShadingRates;
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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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[[vk::location(5)]] float4 Tangent : TEXCOORD3;
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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.Tangent = input.Tangent;
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float4x4 modelView = mul(ubo.view, ubo.model);
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output.Pos = mul(ubo.projection, mul(modelView, float4(input.Pos.xyz, 1.0)));
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output.Normal = mul((float3x3)ubo.model, input.Normal);
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float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
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output.LightVec = ubo.lightPos.xyz - pos.xyz;
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output.ViewVec = ubo.viewPos.xyz - pos.xyz;
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return output;
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}
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