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.
This commit is contained in:
Ben Clayton 2020-05-21 10:20:19 +00:00
parent 10a1ecaf7b
commit cce75f1859
287 changed files with 11263 additions and 0 deletions

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// Copyright 2020 Google LLC
Texture2D textureColorMap : register(t2);
SamplerState samplerColorMap : register(s2);
struct DSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
[[vk::location(2)]] float3 EyePos : POSITION0;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
};
float4 main(DSOutput input) : SV_TARGET
{
float3 N = normalize(input.Normal);
float3 L = normalize(float3(1.0, 1.0, 1.0));
float3 Eye = normalize(-input.EyePos);
float3 Reflected = normalize(reflect(-input.LightVec, input.Normal));
float4 IAmbient = float4(0.0, 0.0, 0.0, 1.0);
float4 IDiffuse = float4(1.0, 1.0, 1.0, 1.0) * max(dot(input.Normal, input.LightVec), 0.0);
return float4((IAmbient + IDiffuse) * float4(textureColorMap.Sample(samplerColorMap, input.UV).rgb, 1.0));
}

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
};
struct VSOutput
{
[[vk::location(2)]] float4 Pos : POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Pos = float4(input.Pos.xyz, 1.0);
output.UV = input.UV * 3.0;
output.Normal = input.Normal;
return output;
}

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// Copyright 2020 Google LLC
struct UBO
{
float tessLevel;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
[[vk::location(2)]] float4 Pos : POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
struct HSOutput
{
[[vk::location(2)]] float4 Pos : POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
struct ConstantsHSOutput
{
float TessLevelOuter[3] : SV_TessFactor;
float TessLevelInner : SV_InsideTessFactor;
};
ConstantsHSOutput ConstantsHS(InputPatch<VSOutput, 3> patch, uint InvocationID : SV_PrimitiveID)
{
ConstantsHSOutput output = (ConstantsHSOutput)0;
output.TessLevelInner = ubo.tessLevel;
output.TessLevelOuter[0] = ubo.tessLevel;
output.TessLevelOuter[1] = ubo.tessLevel;
output.TessLevelOuter[2] = ubo.tessLevel;
return output;
}
[domain("tri")]
[partitioning("integer")]
[outputtopology("triangle_ccw")]
[outputcontrolpoints(3)]
[patchconstantfunc("ConstantsHS")]
[maxtessfactor(20.0f)]
HSOutput main(InputPatch<VSOutput, 3> patch, uint InvocationID : SV_OutputControlPointID)
{
HSOutput output = (HSOutput)0;
output.Pos = patch[InvocationID].Pos;
output.Normal = patch[InvocationID].Normal;
output.UV = patch[InvocationID].UV;
return output;
}

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// Copyright 2020 Google LLC
struct UBO
{
float4x4 projection;
float4x4 model;
float4 lightPos;
float tessAlpha;
float tessStrength;
};
cbuffer ubo : register(b1) { UBO ubo; }
Texture2D textureDisplacementMap : register(t2);
SamplerState samplerDisplacementMap : register(s2);
struct HSOutput
{
[[vk::location(2)]] float4 Pos : POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
struct ConstantsHSOutput
{
float TessLevelOuter[3] : SV_TessFactor;
float TessLevelInner : SV_InsideTessFactor;
};
struct DSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
[[vk::location(2)]] float3 EyesPos : POSITION0;
[[vk::location(3)]] float3 LightVec : TEXCOORD1;
};
[domain("tri")]
DSOutput main(ConstantsHSOutput input, float3 TessCoord : SV_DomainLocation, const OutputPatch<HSOutput, 3> patch)
{
DSOutput output = (DSOutput)0;
output.Pos = (TessCoord.x * patch[0].Pos) + (TessCoord.y * patch[1].Pos) + (TessCoord.z * patch[2].Pos);
output.UV = mul(TessCoord.x, patch[0].UV) + mul(TessCoord.y, patch[1].UV) + mul(TessCoord.z, patch[2].UV);
output.Normal = TessCoord.x * patch[0].Normal + TessCoord.y * patch[1].Normal + TessCoord.z * patch[2].Normal;
output.Pos.xyz += normalize(output.Normal) * (max(textureDisplacementMap.SampleLevel(samplerDisplacementMap, output.UV.xy, 0).a, 0.0) * ubo.tessStrength);
output.EyesPos = output.Pos.xyz;
output.LightVec = normalize(ubo.lightPos.xyz - output.EyesPos);
output.Pos = mul(ubo.projection, mul(ubo.model, output.Pos));
return output;
}