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/deferredmultisampling/debug.frag
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data/hlsl/deferredmultisampling/debug.frag
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// Copyright 2020 Google LLC
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Texture2DMS<float4> texturePosition : register(t1);
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SamplerState samplerPosition : register(s1);
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Texture2DMS<float4> textureNormal : register(t2);
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SamplerState samplerNormal : register(s2);
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Texture2DMS<float4> textureAlbedo : register(t3);
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SamplerState samplerAlbedo : register(s3);
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[[vk::constant_id(0)]] const int NUM_SAMPLES = 8;
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float4 resolve(Texture2DMS<float4> tex, int2 uv)
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{
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float4 result = float4(0.0, 0.0, 0.0, 0.0);
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int count = 0;
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for (int i = 0; i < NUM_SAMPLES; i++)
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{
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uint status = 0;
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float4 val = tex.Load(uv, i, int2(0, 0), status);
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result += val;
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count++;
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}
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return result / float(NUM_SAMPLES);
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}
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float4 main([[vk::location(0)]] float3 inUV : TEXCOORD0) : SV_TARGET
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{
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int2 attDim; int sampleCount;
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texturePosition.GetDimensions(attDim.x, attDim.y, sampleCount);
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int2 UV = int2(inUV.xy * attDim * 2.0);
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int index = 0;
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if (inUV.x > 0.5)
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{
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index = 1;
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UV.x -= attDim.x;
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}
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if (inUV.y > 0.5)
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{
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index = 2;
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UV.y -= attDim.y;
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}
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float3 components[3];
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components[0] = resolve(texturePosition, UV).rgb;
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components[1] = resolve(textureNormal, UV).rgb;
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components[2] = resolve(textureAlbedo, UV).rgb;
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// Uncomment to display specular component
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//components[2] = float3(textureAlbedo.Sample(samplerAlbedo, inUV.xt).a);
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// Select component depending on UV
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return float4(components[index], 1);
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}
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