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/computecloth/sphere.vert
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data/hlsl/computecloth/sphere.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)]]float3 Pos : POSITION0;
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[[vk::location(2)]]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)]] float3 ViewVec : TEXCOORD0;
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[[vk::location(2)]] float3 LightVec : TEXCOORD1;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 modelview;
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float4 lightPos;
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};
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cbuffer ubo : register(b0)
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{
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UBO ubo;
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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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float4 eyePos = mul(ubo.modelview, float4(input.Pos.x, input.Pos.y, input.Pos.z, 1.0));
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output.Pos = mul(ubo.projection, eyePos);
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float4 pos = float4(input.Pos, 1.0);
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float3 lPos = ubo.lightPos.xyz;
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output.LightVec = lPos - pos.xyz;
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output.ViewVec = -pos.xyz;
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output.Normal = input.Normal;
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return output;
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}
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