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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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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