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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26
data/hlsl/displacement/base.frag
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data/hlsl/displacement/base.frag
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// Copyright 2020 Google LLC
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Texture2D textureColorMap : register(t2);
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SamplerState samplerColorMap : register(s2);
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struct DSOutput
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{
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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 EyePos : POSITION0;
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[[vk::location(3)]] float3 LightVec : TEXCOORD2;
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};
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float4 main(DSOutput input) : SV_TARGET
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{
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float3 N = normalize(input.Normal);
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float3 L = normalize(float3(1.0, 1.0, 1.0));
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float3 Eye = normalize(-input.EyePos);
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float3 Reflected = normalize(reflect(-input.LightVec, input.Normal));
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float4 IAmbient = float4(0.0, 0.0, 0.0, 1.0);
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float4 IDiffuse = float4(1.0, 1.0, 1.0, 1.0) * max(dot(input.Normal, input.LightVec), 0.0);
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return float4((IAmbient + IDiffuse) * float4(textureColorMap.Sample(samplerColorMap, input.UV).rgb, 1.0));
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}
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24
data/hlsl/displacement/base.vert
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data/hlsl/displacement/base.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 Normal : NORMAL0;
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[[vk::location(2)]] float2 UV : TEXCOORD0;
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};
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struct VSOutput
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{
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[[vk::location(2)]] float4 Pos : 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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};
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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.Pos = float4(input.Pos.xyz, 1.0);
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output.UV = input.UV * 3.0;
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output.Normal = input.Normal;
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return output;
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}
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53
data/hlsl/displacement/displacement.tesc
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data/hlsl/displacement/displacement.tesc
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// Copyright 2020 Google LLC
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struct UBO
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{
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float tessLevel;
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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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[[vk::location(2)]] float4 Pos : 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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};
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struct HSOutput
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{
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[[vk::location(2)]] float4 Pos : 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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};
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struct ConstantsHSOutput
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{
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float TessLevelOuter[3] : SV_TessFactor;
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float TessLevelInner : SV_InsideTessFactor;
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};
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ConstantsHSOutput ConstantsHS(InputPatch<VSOutput, 3> patch, uint InvocationID : SV_PrimitiveID)
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{
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ConstantsHSOutput output = (ConstantsHSOutput)0;
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output.TessLevelInner = ubo.tessLevel;
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output.TessLevelOuter[0] = ubo.tessLevel;
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output.TessLevelOuter[1] = ubo.tessLevel;
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output.TessLevelOuter[2] = ubo.tessLevel;
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return output;
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}
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[domain("tri")]
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[partitioning("integer")]
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[outputtopology("triangle_ccw")]
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[outputcontrolpoints(3)]
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[patchconstantfunc("ConstantsHS")]
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[maxtessfactor(20.0f)]
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HSOutput main(InputPatch<VSOutput, 3> patch, uint InvocationID : SV_OutputControlPointID)
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{
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HSOutput output = (HSOutput)0;
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output.Pos = patch[InvocationID].Pos;
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output.Normal = patch[InvocationID].Normal;
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output.UV = patch[InvocationID].UV;
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return output;
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}
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54
data/hlsl/displacement/displacement.tese
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data/hlsl/displacement/displacement.tese
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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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float4 lightPos;
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float tessAlpha;
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float tessStrength;
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};
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cbuffer ubo : register(b1) { UBO ubo; }
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Texture2D textureDisplacementMap : register(t2);
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SamplerState samplerDisplacementMap : register(s2);
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struct HSOutput
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{
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[[vk::location(2)]] float4 Pos : 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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};
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struct ConstantsHSOutput
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{
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float TessLevelOuter[3] : SV_TessFactor;
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float TessLevelInner : SV_InsideTessFactor;
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};
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struct DSOutput
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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 EyesPos : POSITION0;
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[[vk::location(3)]] float3 LightVec : TEXCOORD1;
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};
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[domain("tri")]
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DSOutput main(ConstantsHSOutput input, float3 TessCoord : SV_DomainLocation, const OutputPatch<HSOutput, 3> patch)
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{
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DSOutput output = (DSOutput)0;
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output.Pos = (TessCoord.x * patch[0].Pos) + (TessCoord.y * patch[1].Pos) + (TessCoord.z * patch[2].Pos);
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output.UV = mul(TessCoord.x, patch[0].UV) + mul(TessCoord.y, patch[1].UV) + mul(TessCoord.z, patch[2].UV);
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output.Normal = TessCoord.x * patch[0].Normal + TessCoord.y * patch[1].Normal + TessCoord.z * patch[2].Normal;
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output.Pos.xyz += normalize(output.Normal) * (max(textureDisplacementMap.SampleLevel(samplerDisplacementMap, output.UV.xy, 0).a, 0.0) * ubo.tessStrength);
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output.EyesPos = output.Pos.xyz;
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output.LightVec = normalize(ubo.lightPos.xyz - output.EyesPos);
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output.Pos = mul(ubo.projection, mul(ubo.model, output.Pos));
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return output;
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}
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