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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146
data/hlsl/deferredshadows/deferred.frag
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data/hlsl/deferredshadows/deferred.frag
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// Copyright 2020 Google LLC
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Texture2D textureposition : register(t1);
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SamplerState samplerposition : register(s1);
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Texture2D textureNormal : register(t2);
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SamplerState samplerNormal : register(s2);
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Texture2D textureAlbedo : register(t3);
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SamplerState samplerAlbedo : register(s3);
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// Depth from the light's point of view
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//layout (binding = 5) uniform sampler2DShadow samplerShadowMap;
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Texture2DArray textureShadowMap : register(t5);
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SamplerState samplerShadowMap : register(s5);
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#define LIGHT_COUNT 3
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#define SHADOW_FACTOR 0.25
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#define AMBIENT_LIGHT 0.1
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#define USE_PCF
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struct Light
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{
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float4 position;
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float4 target;
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float4 color;
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float4x4 viewMatrix;
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};
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struct UBO
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{
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float4 viewPos;
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Light lights[LIGHT_COUNT];
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int useShadows;
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};
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cbuffer ubo : register(b4) { UBO ubo; }
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float textureProj(float4 P, float layer, float2 offset)
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{
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float shadow = 1.0;
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float4 shadowCoord = P / P.w;
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shadowCoord.xy = shadowCoord.xy * 0.5 + 0.5;
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if (shadowCoord.z > -1.0 && shadowCoord.z < 1.0)
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{
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float dist = textureShadowMap.Sample(samplerShadowMap, float3(shadowCoord.xy + offset, layer)).r;
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if (shadowCoord.w > 0.0 && dist < shadowCoord.z)
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{
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shadow = SHADOW_FACTOR;
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}
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}
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return shadow;
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}
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float filterPCF(float4 sc, float layer)
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{
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int2 texDim; int elements; int levels;
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textureShadowMap.GetDimensions(0, texDim.x, texDim.y, elements, levels);
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float scale = 1.5;
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float dx = scale * 1.0 / float(texDim.x);
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float dy = scale * 1.0 / float(texDim.y);
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float shadowFactor = 0.0;
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int count = 0;
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int range = 1;
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for (int x = -range; x <= range; x++)
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{
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for (int y = -range; y <= range; y++)
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{
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shadowFactor += textureProj(sc, layer, float2(dx*x, dy*y));
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count++;
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}
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}
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return shadowFactor / count;
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}
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float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
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{
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// Get G-Buffer values
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float3 fragPos = textureposition.Sample(samplerposition, inUV).rgb;
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float3 normal = textureNormal.Sample(samplerNormal, inUV).rgb;
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float4 albedo = textureAlbedo.Sample(samplerAlbedo, inUV);
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// Ambient part
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float3 fragcolor = albedo.rgb * AMBIENT_LIGHT;
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float3 N = normalize(normal);
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float shadow = 0.0;
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for(int i = 0; i < LIGHT_COUNT; ++i)
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{
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// Vector to light
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float3 L = ubo.lights[i].position.xyz - fragPos;
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// Distance from light to fragment position
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float dist = length(L);
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L = normalize(L);
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// Viewer to fragment
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float3 V = ubo.viewPos.xyz - fragPos;
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V = normalize(V);
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float lightCosInnerAngle = cos(radians(15.0));
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float lightCosOuterAngle = cos(radians(25.0));
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float lightRange = 100.0;
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// Direction vector from source to target
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float3 dir = normalize(ubo.lights[i].position.xyz - ubo.lights[i].target.xyz);
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// Dual cone spot light with smooth transition between inner and outer angle
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float cosDir = dot(L, dir);
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float spotEffect = smoothstep(lightCosOuterAngle, lightCosInnerAngle, cosDir);
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float heightAttenuation = smoothstep(lightRange, 0.0f, dist);
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// Diffuse lighting
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float NdotL = max(0.0, dot(N, L));
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float3 diff = NdotL.xxx;
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// Specular lighting
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float3 R = reflect(-L, N);
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float NdotR = max(0.0, dot(R, V));
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float3 spec = (pow(NdotR, 16.0) * albedo.a * 2.5).xxx;
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fragcolor += float3((diff + spec) * spotEffect * heightAttenuation) * ubo.lights[i].color.rgb * albedo.rgb;
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}
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// Shadow calculations in a separate pass
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if (ubo.useShadows > 0)
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{
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for(int i = 0; i < LIGHT_COUNT; ++i)
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{
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float4 shadowClip = mul(ubo.lights[i].viewMatrix, float4(fragPos, 1.0));
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float shadowFactor;
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#ifdef USE_PCF
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shadowFactor= filterPCF(shadowClip, i);
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#else
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shadowFactor = textureProj(shadowClip, i, float2(0.0, 0.0));
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#endif
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fragcolor *= shadowFactor;
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}
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}
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return float4(fragcolor, 1);
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}
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