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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9
data/hlsl/conservativeraster/fullscreen.frag
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data/hlsl/conservativeraster/fullscreen.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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15
data/hlsl/conservativeraster/fullscreen.vert
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data/hlsl/conservativeraster/fullscreen.vert
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// Copyright 2020 Google LLC
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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(uint VertexIndex : SV_VertexID)
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{
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VSOutput output = (VSOutput)0;
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output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
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output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
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return output;
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}
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data/hlsl/conservativeraster/triangle.frag
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data/hlsl/conservativeraster/triangle.frag
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// Copyright 2020 Google LLC
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float4 main([[vk::location(0)]] float3 Color : COLOR0) : SV_TARGET
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{
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return float4(Color, 1);
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}
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29
data/hlsl/conservativeraster/triangle.vert
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data/hlsl/conservativeraster/triangle.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)]] float3 Color : COLOR0;
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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)]] float3 Color : COLOR0;
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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.Color = input.Color;
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output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos, 1.0)));
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return output;
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}
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6
data/hlsl/conservativeraster/triangleoverlay.frag
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data/hlsl/conservativeraster/triangleoverlay.frag
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// Copyright 2020 Google LLC
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float4 main() : SV_TARGET
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{
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return float4(1.0, 1.0, 1.0, 1.0);
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}
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