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 textureColorMap : register(t0);
SamplerState samplerColorMap : register(s0);
Texture2D textureGradientRamp : register(t1);
SamplerState samplerGradientRamp : register(s1);
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float4 Color : COLOR0;
[[vk::location(1)]] float GradientPos : POSITION0;
[[vk::location(2)]] float2 CenterPos : POSITION1;
[[vk::location(3)]] float PointSize : TEXCOORD0;
};
float4 main (VSOutput input) : SV_TARGET
{
float3 color = textureGradientRamp.Sample(samplerGradientRamp, float2(input.GradientPos, 0.0)).rgb;
float2 PointCoord = (input.Pos.xy - input.CenterPos.xy) / input.PointSize + 0.5;
return float4(textureColorMap.Sample(samplerColorMap, PointCoord).rgb * color, 1.0);
}