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.
This commit is contained in:
Ben Clayton 2020-05-21 10:20:19 +00:00
parent 10a1ecaf7b
commit cce75f1859
287 changed files with 11263 additions and 0 deletions

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// Copyright 2020 Google LLC
Texture2D textureFont : register(t0);
SamplerState samplerFont : register(s0);
float4 main([[vk::location(0)]]float2 inUV : TEXCOORD0) : SV_TARGET
{
float color = textureFont.Sample(samplerFont, inUV).r;
return float4(color.xxx, 1.0);
}

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]]float2 Pos : POSITION0;
[[vk::location(1)]]float2 UV : TEXCOORD0;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]]float2 UV : TEXCOORD0;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Pos = float4(input.Pos, 0.0, 1.0);
output.UV = input.UV;
return output;
}

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// Copyright 2020 Google LLC
Texture2D fontTexture : register(t0);
SamplerState fontSampler : register(s0);
struct VSOutput
{
[[vk::location(0)]]float2 UV : TEXCOORD0;
[[vk::location(1)]]float4 Color : COLOR0;
};
float4 main(VSOutput input) : SV_TARGET
{
return input.Color * fontTexture.Sample(fontSampler, input.UV);
}

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]]float2 Pos : POSITION0;
[[vk::location(1)]]float2 UV : TEXCOORD0;
[[vk::location(2)]]float4 Color : COLOR0;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]]float2 UV : TEXCOORD0;
[[vk::location(1)]]float4 Color : COLOR0;
};
struct PushConstants
{
float2 scale;
float2 translate;
};
[[vk::push_constant]]
PushConstants pushConstants;
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Pos = float4(input.Pos * pushConstants.scale + pushConstants.translate, 0.0, 1.0);
output.UV = input.UV;
output.Color = input.Color;
return output;
}