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/distancefieldfonts/bitmap.frag
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data/hlsl/distancefieldfonts/bitmap.frag
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// Copyright 2020 Google LLC
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Texture2D textureColor : register(t1);
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SamplerState samplerColor : register(s1);
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float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
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{
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return textureColor.Sample(samplerColor, inUV).aaaa;
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}
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data/hlsl/distancefieldfonts/bitmap.vert
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data/hlsl/distancefieldfonts/bitmap.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)]] float2 UV : TEXCOORD0;
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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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};
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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)]] 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.UV = input.UV;
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output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
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return output;
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}
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data/hlsl/distancefieldfonts/sdf.frag
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data/hlsl/distancefieldfonts/sdf.frag
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// Copyright 2020 Google LLC
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Texture2D textureColor : register(t1);
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SamplerState samplerColor : register(s1);
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struct UBO
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{
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float4 outlineColor;
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float outlineWidth;
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float outline;
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};
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cbuffer ubo : register(b2) { UBO ubo; }
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float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
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{
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float dist = textureColor.Sample(samplerColor, inUV).a;
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float smoothWidth = fwidth(dist);
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float alpha = smoothstep(0.5 - smoothWidth, 0.5 + smoothWidth, dist);
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float3 rgb = alpha.xxx;
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if (ubo.outline > 0.0)
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{
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float w = 1.0 - ubo.outlineWidth;
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alpha = smoothstep(w - smoothWidth, w + smoothWidth, dist);
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rgb += lerp(alpha.xxx, ubo.outlineColor.rgb, alpha);
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}
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return float4(rgb, alpha);
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}
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29
data/hlsl/distancefieldfonts/sdf.vert
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data/hlsl/distancefieldfonts/sdf.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)]] float2 UV : TEXCOORD0;
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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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};
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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)]] 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.UV = input.UV;
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output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
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return output;
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}
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