Add shaders re-implemented in HLSL
These were written against the shaders at revision eddd724e7.
There have been changes made since then, which will need to be mirrored.
See `data/hlsl/README.md` for the current status of each sample.
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10
data/hlsl/base/textoverlay.frag
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data/hlsl/base/textoverlay.frag
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// Copyright 2020 Google LLC
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Texture2D textureFont : register(t0);
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SamplerState samplerFont : register(s0);
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float4 main([[vk::location(0)]]float2 inUV : TEXCOORD0) : SV_TARGET
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{
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float color = textureFont.Sample(samplerFont, inUV).r;
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return float4(color.xxx, 1.0);
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}
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data/hlsl/base/textoverlay.vert
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data/hlsl/base/textoverlay.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)]]float2 Pos : POSITION0;
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[[vk::location(1)]]float2 UV : TEXCOORD0;
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};
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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)]]float2 UV : TEXCOORD0;
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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.Pos = float4(input.Pos, 0.0, 1.0);
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output.UV = input.UV;
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return output;
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}
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data/hlsl/base/uioverlay.frag
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data/hlsl/base/uioverlay.frag
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// Copyright 2020 Google LLC
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Texture2D fontTexture : register(t0);
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SamplerState fontSampler : register(s0);
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struct VSOutput
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{
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[[vk::location(0)]]float2 UV : TEXCOORD0;
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[[vk::location(1)]]float4 Color : COLOR0;
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};
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float4 main(VSOutput input) : SV_TARGET
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{
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return input.Color * fontTexture.Sample(fontSampler, input.UV);
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}
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data/hlsl/base/uioverlay.vert
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data/hlsl/base/uioverlay.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)]]float2 Pos : POSITION0;
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[[vk::location(1)]]float2 UV : TEXCOORD0;
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[[vk::location(2)]]float4 Color : COLOR0;
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};
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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)]]float2 UV : TEXCOORD0;
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[[vk::location(1)]]float4 Color : COLOR0;
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};
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struct PushConstants
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{
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float2 scale;
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float2 translate;
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};
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[[vk::push_constant]]
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PushConstants pushConstants;
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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.Pos = float4(input.Pos * pushConstants.scale + pushConstants.translate, 0.0, 1.0);
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output.UV = input.UV;
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output.Color = input.Color;
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return output;
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}
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