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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21
data/hlsl/computenbody/particle.frag
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data/hlsl/computenbody/particle.frag
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// Copyright 2020 Google LLC
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Texture2D textureColorMap : register(t0);
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SamplerState samplerColorMap : register(s0);
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Texture2D textureGradientRamp : register(t1);
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SamplerState samplerGradientRamp : register(s1);
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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)]] float GradientPos : POSITION0;
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[[vk::location(1)]] float2 CenterPos : POSITION1;
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[[vk::location(2)]] float PointSize : TEXCOORD0;
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};
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float4 main (VSOutput input) : SV_TARGET
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{
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float3 color = textureGradientRamp.Sample(samplerGradientRamp, float2(input.GradientPos, 0.0)).rgb;
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float2 PointCoord = (input.Pos.xy - input.CenterPos.xy) / input.PointSize + 0.5;
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return float4(textureColorMap.Sample(samplerColorMap, PointCoord).rgb * color, 1);
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}
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41
data/hlsl/computenbody/particle.vert
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data/hlsl/computenbody/particle.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)]] float4 Vel : TEXCOORD0;
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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)]] float GradientPos : POSITION0;
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[[vk::location(1)]] float2 CenterPos : POSITION1;
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[[vk::builtin("PointSize")]] float PSize : PSIZE;
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[[vk::location(2)]] float PointSize : TEXCOORD0;
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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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float2 screendim;
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};
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cbuffer ubo : register(b2) { UBO ubo; }
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VSOutput main (VSInput input)
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{
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VSOutput output = (VSOutput)0;
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const float spriteSize = 0.005 * input.Pos.w; // Point size influenced by mass (stored in input.Pos.w);
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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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float4 projectedCorner = mul(ubo.projection, float4(0.5 * spriteSize, 0.5 * spriteSize, eyePos.z, eyePos.w));
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output.PSize = output.PointSize = clamp(ubo.screendim.x * projectedCorner.x / projectedCorner.w, 1.0, 128.0);
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output.Pos = mul(ubo.projection, eyePos);
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output.CenterPos = ((output.Pos.xy / output.Pos.w) + 1.0) * 0.5 * ubo.screendim;
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output.GradientPos = input.Vel.w;
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return output;
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}
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70
data/hlsl/computenbody/particle_calculate.comp
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data/hlsl/computenbody/particle_calculate.comp
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// Copyright 2020 Google LLC
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struct Particle
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{
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float4 pos;
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float4 vel;
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};
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// Binding 0 : Position storage buffer
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RWStructuredBuffer<Particle> particles : register(u0);
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struct UBO
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{
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float deltaT;
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int particleCount;
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};
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cbuffer ubo : register(b1) { UBO ubo; }
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#define MAX_SHARED_DATA_SIZE 1024
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[[vk::constant_id(0)]] const int SHARED_DATA_SIZE = 512;
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[[vk::constant_id(1)]] const float GRAVITY = 0.002;
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[[vk::constant_id(2)]] const float POWER = 0.75;
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[[vk::constant_id(3)]] const float SOFTEN = 0.0075;
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// Share data between computer shader invocations to speed up caluclations
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groupshared float4 sharedData[MAX_SHARED_DATA_SIZE];
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[numthreads(256, 1, 1)]
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void main(uint3 GlobalInvocationID : SV_DispatchThreadID, uint3 LocalInvocationID : SV_GroupThreadID)
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{
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// Current SSBO index
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uint index = GlobalInvocationID.x;
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if (index >= ubo.particleCount)
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return;
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float4 position = particles[index].pos;
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float4 velocity = particles[index].vel;
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float4 acceleration = float4(0, 0, 0, 0);
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for (int i = 0; i < ubo.particleCount; i += SHARED_DATA_SIZE)
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{
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if (i + LocalInvocationID.x < ubo.particleCount)
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{
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sharedData[LocalInvocationID.x] = particles[i + LocalInvocationID.x].pos;
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}
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else
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{
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sharedData[LocalInvocationID.x] = float4(0, 0, 0, 0);
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}
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GroupMemoryBarrierWithGroupSync();
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for (int j = 0; j < 256; j++)
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{
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float4 other = sharedData[j];
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float3 len = other.xyz - position.xyz;
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acceleration.xyz += GRAVITY * len * other.w / pow(dot(len, len) + SOFTEN, POWER);
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}
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GroupMemoryBarrierWithGroupSync();
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}
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particles[index].vel.xyz += ubo.deltaT * acceleration.xyz;
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// Gradient texture position
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particles[index].vel.w += 0.1 * ubo.deltaT;
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if (particles[index].vel.w > 1.0)
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particles[index].vel.w -= 1.0;
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}
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28
data/hlsl/computenbody/particle_integrate.comp
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data/hlsl/computenbody/particle_integrate.comp
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// Copyright 2020 Google LLC
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struct Particle
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{
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float4 pos;
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float4 vel;
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};
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// Binding 0 : Position storage buffer
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RWStructuredBuffer<Particle> particles : register(u0);
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struct UBO
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{
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float deltaT;
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int particleCount;
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};
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cbuffer ubo : register(b1) { UBO ubo; }
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[numthreads(256, 1, 1)]
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void main(uint3 GlobalInvocationID : SV_DispatchThreadID)
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{
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int index = int(GlobalInvocationID.x);
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float4 position = particles[index].pos;
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float4 velocity = particles[index].vel;
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position += ubo.deltaT * velocity;
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particles[index].pos = position;
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}
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