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/computeparticles/particle.frag
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data/hlsl/computeparticles/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)]] float4 Color : COLOR0;
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[[vk::location(1)]] float GradientPos : POSITION0;
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[[vk::location(2)]] float2 CenterPos : POSITION1;
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[[vk::location(3)]] 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, 1.0);
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}
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