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/deferredshadows/mrt.vert
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data/hlsl/deferredshadows/mrt.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)]] float4 Pos : POSITION0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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[[vk::location(2)]] float3 Color : COLOR0;
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[[vk::location(3)]] float3 Normal : NORMAL0;
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[[vk::location(4)]] float3 Tangent : TEXCOORD1;
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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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float4x4 view;
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float4 instancePos[3];
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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 Normal : NORMAL0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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[[vk::location(2)]] float3 Color : COLOR0;
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[[vk::location(3)]] float3 WorldPos : POSITION0;
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[[vk::location(4)]] float3 Tangent : TEXCOORD1;
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};
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VSOutput main(VSInput input, uint InstanceIndex : SV_InstanceID)
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{
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VSOutput output = (VSOutput)0;
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float4 tmpPos = input.Pos + ubo.instancePos[InstanceIndex];
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, tmpPos)));
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output.UV = input.UV;
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output.UV.y = 1.0 - output.UV.y;
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// Vertex position in world space
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output.WorldPos = mul(ubo.model, tmpPos).xyz;
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// Normal in world space
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output.Normal = normalize(input.Normal);
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output.Tangent = normalize(input.Tangent);
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// Currently just vertex color
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output.Color = input.Color;
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return output;
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}
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