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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40
data/hlsl/computeshader/edgedetect.comp
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data/hlsl/computeshader/edgedetect.comp
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// Copyright 2020 Google LLC
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Texture2D inputImage : register(t0);
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RWTexture2D<float4> resultImage : register(u1);
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float conv(float kernel[9], in float data[9], in float denom, in float offset)
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{
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float res = 0.0;
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for (int i=0; i<9; ++i)
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{
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res += kernel[i] * data[i];
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}
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return saturate(res/denom + offset);
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}
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[numthreads(16, 16, 1)]
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void main(uint3 GlobalInvocationID : SV_DispatchThreadID)
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{
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float imageData[9];
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// Fetch neighbouring texels
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int n = -1;
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for (int i=-1; i<2; ++i)
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{
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for(int j=-1; j<2; ++j)
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{
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n++;
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float3 rgb = inputImage[uint2(GlobalInvocationID.x + i, GlobalInvocationID.y + j)].rgb;
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imageData[n] = (rgb.r + rgb.g + rgb.b) / 3.0;
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}
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}
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float kernel[9];
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kernel[0] = -1.0/8.0; kernel[1] = -1.0/8.0; kernel[2] = -1.0/8.0;
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kernel[3] = -1.0/8.0; kernel[4] = 1.0; kernel[5] = -1.0/8.0;
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kernel[6] = -1.0/8.0; kernel[7] = -1.0/8.0; kernel[8] = -1.0/8.0;
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float4 res = float4(conv(kernel, imageData, 0.1, 0.0).xxx, 1.0);
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resultImage[int2(GlobalInvocationID.xy)] = res;
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}
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40
data/hlsl/computeshader/emboss.comp
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data/hlsl/computeshader/emboss.comp
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// Copyright 2020 Google LLC
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Texture2D inputImage : register(t0);
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RWTexture2D<float4> resultImage : register(u1);
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float conv(in float kernel[9], in float data[9], in float denom, in float offset)
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{
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float res = 0.0;
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for (int i=0; i<9; ++i)
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{
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res += kernel[i] * data[i];
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}
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return saturate(res/denom + offset);
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}
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[numthreads(16, 16, 1)]
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void main(uint3 GlobalInvocationID : SV_DispatchThreadID)
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{
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float imageData[9];
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// Fetch neighbouring texels
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int n = -1;
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for (int i=-1; i<2; ++i)
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{
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for(int j=-1; j<2; ++j)
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{
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n++;
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float3 rgb = inputImage[uint2(GlobalInvocationID.x + i, GlobalInvocationID.y + j)].rgb;
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imageData[n] = (rgb.r + rgb.g + rgb.b) / 3.0;
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}
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}
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float kernel[9];
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kernel[0] = -1.0; kernel[1] = 0.0; kernel[2] = 0.0;
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kernel[3] = 0.0; kernel[4] = -1.0; kernel[5] = 0.0;
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kernel[6] = 0.0; kernel[7] = 0.0; kernel[8] = 2.0;
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float4 res = float4(conv(kernel, imageData, 1.0, 0.50).xxx, 1.0);
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resultImage[int2(GlobalInvocationID.xy)] = res;
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}
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49
data/hlsl/computeshader/sharpen.comp
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data/hlsl/computeshader/sharpen.comp
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// Copyright 2020 Google LLC
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Texture2D inputImage : register(t0);
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RWTexture2D<float4> resultImage : register(u1);
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float conv(in float kernel[9], in float data[9], in float denom, in float offset)
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{
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float res = 0.0;
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for (int i=0; i<9; ++i)
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{
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res += kernel[i] * data[i];
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}
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return saturate(res/denom + offset);
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}
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[numthreads(16, 16, 1)]
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void main(uint3 GlobalInvocationID : SV_DispatchThreadID)
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{
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float r[9];
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float g[9];
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float b[9];
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// Fetch neighbouring texels
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int n = -1;
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for (int i=-1; i<2; ++i)
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{
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for(int j=-1; j<2; ++j)
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{
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n++;
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float3 rgb = inputImage[uint2(GlobalInvocationID.x + i, GlobalInvocationID.y + j)].rgb;
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r[n] = rgb.r;
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g[n] = rgb.g;
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b[n] = rgb.b;
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}
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}
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float kernel[9];
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kernel[0] = -1.0; kernel[1] = -1.0; kernel[2] = -1.0;
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kernel[3] = -1.0; kernel[4] = 9.0; kernel[5] = -1.0;
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kernel[6] = -1.0; kernel[7] = -1.0; kernel[8] = -1.0;
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float4 res = float4(
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conv(kernel, r, 1.0, 0.0),
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conv(kernel, g, 1.0, 0.0),
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conv(kernel, b, 1.0, 0.0),
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1.0);
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resultImage[int2(GlobalInvocationID.xy)] = res;
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}
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9
data/hlsl/computeshader/texture.frag
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data/hlsl/computeshader/texture.frag
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// Copyright 2020 Google LLC
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Texture2D textureColor : register(t1);
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SamplerState samplerColor : register(s1);
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float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
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{
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return textureColor.Sample(samplerColor, inUV);
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}
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data/hlsl/computeshader/texture.vert
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data/hlsl/computeshader/texture.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(1)]] float2 UV : 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 model;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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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)]] float2 UV : TEXCOORD0;
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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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output.UV = input.UV;
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output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
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return output;
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}
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