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 textureColor : register(t1);
SamplerState samplerColor : register(s1);
float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
{
return textureColor.Sample(samplerColor, inUV).aaaa;
}

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
struct UBO
{
float4x4 projection;
float4x4 model;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.UV = input.UV;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
return output;
}

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// Copyright 2020 Google LLC
Texture2D textureColor : register(t1);
SamplerState samplerColor : register(s1);
struct UBO
{
float4 outlineColor;
float outlineWidth;
float outline;
};
cbuffer ubo : register(b2) { UBO ubo; }
float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
{
float dist = textureColor.Sample(samplerColor, inUV).a;
float smoothWidth = fwidth(dist);
float alpha = smoothstep(0.5 - smoothWidth, 0.5 + smoothWidth, dist);
float3 rgb = alpha.xxx;
if (ubo.outline > 0.0)
{
float w = 1.0 - ubo.outlineWidth;
alpha = smoothstep(w - smoothWidth, w + smoothWidth, dist);
rgb += lerp(alpha.xxx, ubo.outlineColor.rgb, alpha);
}
return float4(rgb, alpha);
}

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
struct UBO
{
float4x4 projection;
float4x4 model;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.UV = input.UV;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
return output;
}