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

View file

@ -0,0 +1,22 @@
// Copyright 2020 Google LLC
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 EyePos : POSITION0;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
};
float4 main(VSOutput input) : SV_TARGET
{
float3 Eye = normalize(-input.EyePos);
float3 Reflected = normalize(reflect(-input.LightVec, input.Normal));
float4 IAmbient = float4(0.2, 0.2, 0.2, 1.0);
float4 IDiffuse = float4(0.5, 0.5, 0.5, 0.5) * max(dot(input.Normal, input.LightVec), 0.0);
float specular = 0.25;
float4 ISpecular = float4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 0.8) * specular;
return float4((IAmbient + IDiffuse) * float4(input.Color, 1.0) + ISpecular);
}

View file

@ -0,0 +1,42 @@
// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float4 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 Color : COLOR0;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 normal;
float4x4 view;
float3 lightpos;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 EyePos : POSITION0;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Normal = normalize(mul((float4x3)ubo.normal, input.Normal).xyz);
output.Color = input.Color;
float4x4 modelView = mul(ubo.view, ubo.model);
float4 pos = mul(modelView, input.Pos);
output.EyePos = mul(modelView, pos).xyz;
float4 lightPos = mul(float4(ubo.lightpos, 1.0), modelView);
output.LightVec = normalize(lightPos.xyz - output.EyePos);
output.Pos = mul(ubo.projection, pos);
return output;
}