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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36
data/hlsl/dynamicuniformbuffer/base.vert
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36
data/hlsl/dynamicuniformbuffer/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 Color : COLOR0;
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};
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struct UboView
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{
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float4x4 projection;
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float4x4 view;
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};
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cbuffer uboView : register(b0) { UboView uboView; };
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struct UboInstance
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{
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float4x4 model;
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};
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cbuffer uboInstance : register(b1) { UboInstance uboInstance; };
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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 Color : COLOR0;
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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.Color = input.Color;
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float4x4 modelView = mul(uboView.view, uboInstance.model);
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float3 worldPos = mul(modelView, float4(input.Pos, 1.0)).xyz;
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output.Pos = mul(uboView.projection, mul(modelView, float4(input.Pos.xyz, 1.0)));
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return output;
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}
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