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

View file

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// Copyright 2020 Google LLC
Texture2D textureColor : register(t1);
SamplerState samplerColor : register(s1);
struct VSOutput
{
[[vk::location(0)]]float2 UV : TEXCOORD0;
[[vk::location(1)]]float3 Normal : NORMAL0;
[[vk::location(2)]]float3 ViewVec : TEXCOORD1;
[[vk::location(3)]]float3 LightVec : TEXCOORD2;
};
float4 main (VSOutput input) : SV_TARGET
{
float3 color = textureColor.Sample(samplerColor, input.UV).rgb;
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 diffuse = max(dot(N, L), 0.15) * float3(1, 1, 1);
float3 specular = pow(max(dot(R, V), 0.0), 8.0) * float3(0.2, 0.2, 0.2);
return float4(diffuse * color.rgb + specular, 1.0);
}