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.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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