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.vert
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data/hlsl/deferredmultisampling/debug.vert
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// Copyright 2020 Google LLC
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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 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 = float3((VertexIndex << 1) & 2, VertexIndex & 2, 0.0);
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output.Pos = float4(output.UV.xy * 2.0f - 1.0f, 0.0f, 1.0f);
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return output;
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}
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