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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15
data/hlsl/bloom/colorpass.frag
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data/hlsl/bloom/colorpass.frag
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// Copyright 2020 Google LLC
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Texture2D colorMapTexture : register(t1);
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SamplerState colorMapSampler : register(s1);
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struct VSOutput
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{
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[[vk::location(0)]]float3 Color : COLOR0;
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[[vk::location(1)]]float2 UV : TEXCOORD0;
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};
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float4 main(VSOutput input) : SV_TARGET
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{
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return float4(input.Color, 1);
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}
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31
data/hlsl/bloom/colorpass.vert
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data/hlsl/bloom/colorpass.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)]]float4 Pos : POSITION0;
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[[vk::location(1)]]float2 UV : TEXCOORD0;
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[[vk::location(2)]]float3 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)]]float3 Color : COLOR0;
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[[vk::location(1)]]float2 UV : TEXCOORD0;
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};
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cbuffer UBO : register(b0)
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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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};
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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.UV = input.UV;
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output.Color = input.Color;
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output.Pos = mul(projection, mul(view, mul(model, input.Pos)));
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return output;
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}
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43
data/hlsl/bloom/gaussblur.frag
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43
data/hlsl/bloom/gaussblur.frag
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// Copyright 2020 Google LLC
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Texture2D textureColor : register(t1);
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SamplerState samplerColor : register(s1);
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cbuffer UBO : register(b0)
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{
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float blurScale;
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float blurStrength;
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};
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[[vk::constant_id(0)]] const int blurdirection = 0;
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float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
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{
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float weight[5];
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weight[0] = 0.227027;
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weight[1] = 0.1945946;
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weight[2] = 0.1216216;
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weight[3] = 0.054054;
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weight[4] = 0.016216;
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float2 textureSize;
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textureColor.GetDimensions(textureSize.x, textureSize.y);
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float2 tex_offset = 1.0 / textureSize * blurScale; // gets size of single texel
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float3 result = textureColor.Sample(samplerColor, inUV).rgb * weight[0]; // current fragment's contribution
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for(int i = 1; i < 5; ++i)
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{
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if (blurdirection == 1)
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{
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// H
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result += textureColor.Sample(samplerColor, inUV + float2(tex_offset.x * i, 0.0)).rgb * weight[i] * blurStrength;
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result += textureColor.Sample(samplerColor, inUV - float2(tex_offset.x * i, 0.0)).rgb * weight[i] * blurStrength;
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}
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else
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{
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// V
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result += textureColor.Sample(samplerColor, inUV + float2(0.0, tex_offset.y * i)).rgb * weight[i] * blurStrength;
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result += textureColor.Sample(samplerColor, inUV - float2(0.0, tex_offset.y * i)).rgb * weight[i] * blurStrength;
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}
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}
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return float4(result, 1.0);
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}
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15
data/hlsl/bloom/gaussblur.vert
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data/hlsl/bloom/gaussblur.vert
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// Copyright 2020 Google LLC
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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(uint VertexIndex : SV_VertexID)
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{
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VSOutput output = (VSOutput)0;
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output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
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output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
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return output;
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}
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32
data/hlsl/bloom/phongpass.frag
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data/hlsl/bloom/phongpass.frag
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// Copyright 2020 Google LLC
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Texture2D colorMapTexture : register(t1);
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SamplerState colorMapSampler : 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)]] float2 UV : TEXCOORD0;
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[[vk::location(2)]] float3 Color : COLOR0;
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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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float3 ambient = float3(0.0f, 0.0f, 0.0f);
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// Adjust light calculations for glow color
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if ((input.Color.r >= 0.9) || (input.Color.g >= 0.9) || (input.Color.b >= 0.9))
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{
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ambient = input.Color * 0.25;
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}
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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), 8.0) * float3(0.75f, 0.75f, 0.75f);
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return float4(ambient + diffuse + specular, 1.0);
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}
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42
data/hlsl/bloom/phongpass.vert
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data/hlsl/bloom/phongpass.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)]] float4 Pos : POSITION0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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[[vk::location(2)]] float3 Color : COLOR0;
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[[vk::location(3)]] float3 Normal : NORMAL0;
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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)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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[[vk::location(2)]] float3 Color : COLOR0;
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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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cbuffer UBO : register(b0)
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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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};
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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(projection, mul(view, mul(model, input.Pos)));
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float3 lightPos = float3(-5.0, -5.0, 0.0);
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float4 pos = mul(view, mul(model, input.Pos));
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output.Normal = mul((float4x3)mul(view, model), input.Normal).xyz;
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output.LightVec = lightPos - pos.xyz;
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output.ViewVec = -pos.xyz;
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return output;
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}
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9
data/hlsl/bloom/skybox.frag
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data/hlsl/bloom/skybox.frag
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// Copyright 2020 Google LLC
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TextureCube textureCubeMap : register(t1);
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SamplerState samplerCubeMap : register(s1);
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float4 main([[vk::location(0)]] float3 inUVW : NORMAL0) : SV_TARGET
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{
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return textureCubeMap.Sample(samplerCubeMap, inUVW);
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}
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22
data/hlsl/bloom/skybox.vert
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data/hlsl/bloom/skybox.vert
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// Copyright 2020 Google LLC
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cbuffer UBO : register(b0)
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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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};
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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 UVW : NORMAL0;
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};
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VSOutput main([[vk::location(0)]] float3 inPos : POSITION0)
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{
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VSOutput output = (VSOutput)0;
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output.UVW = inPos;
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output.Pos = mul(projection, mul(view, mul(model, float4(inPos.xyz, 1.0))));
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return output;
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}
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