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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6
data/hlsl/geometryshader/base.frag
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data/hlsl/geometryshader/base.frag
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// Copyright 2020 Google LLC
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float4 main([[vk::location(0)]] float3 Color : COLOR0) : SV_TARGET
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{
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return float4(Color, 1.0);
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}
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data/hlsl/geometryshader/base.vert
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data/hlsl/geometryshader/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 Normal : NORMAL0;
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};
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struct VSOutput
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{
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[[vk::location(0)]] float4 Pos : POSITION0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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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.Normal = input.Normal;
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output.Pos = float4(input.Pos.xyz, 1.0);
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return output;
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}
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21
data/hlsl/geometryshader/mesh.frag
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data/hlsl/geometryshader/mesh.frag
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// Copyright 2020 Google LLC
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struct GSOutput
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{
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(3)]] float3 LightVec : TEXCOORD2;
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};
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float4 main(GSOutput input) : SV_TARGET
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{
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(-L, N);
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float3 ambient = float3(0.1, 0.1, 0.1);
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float3 diffuse = max(dot(N, L), 0.0) * float3(1.0, 1.0, 1.0);
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float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75);
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return float4((ambient + diffuse) * input.Color.rgb + specular, 1.0);
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}
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40
data/hlsl/geometryshader/mesh.vert
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data/hlsl/geometryshader/mesh.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)]] float4 Pos : POSITION0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float3 Color : COLOR0;
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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)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(3)]] float3 LightVec : TEXCOORD2;
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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.Normal = input.Normal;
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output.Color = input.Color;
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output.Pos = mul(ubo.projection, mul(ubo.model, input.Pos));
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float4 pos = mul(ubo.model, float4(input.Pos.xyz, 1.0));
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output.Normal = mul((float4x3)ubo.model, input.Normal).xyz;
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float3 lightPos = float3(1.0f, -1.0f, 1.0f);
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output.LightVec = lightPos.xyz - pos.xyz;
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output.ViewVec = -pos.xyz;
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return output;
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}
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43
data/hlsl/geometryshader/normaldebug.geom
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data/hlsl/geometryshader/normaldebug.geom
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// Copyright 2020 Google LLC
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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(b1) { UBO ubo; }
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struct VSOutput
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{
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[[vk::location(0)]] float4 Pos : POSITION0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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};
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struct GSOutput
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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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[maxvertexcount(6)]
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void main(triangle VSOutput input[3], inout LineStream<GSOutput> outStream)
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{
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float normalLength = 0.02;
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for(int i=0; i<3; i++)
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{
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float3 pos = input[i].Pos.xyz;
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float3 normal = input[i].Normal.xyz;
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GSOutput output = (GSOutput)0;
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output.Pos = mul(ubo.projection, mul(ubo.model, float4(pos, 1.0)));
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output.Color = float3(1.0, 0.0, 0.0);
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outStream.Append( output );
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output.Pos = mul(ubo.projection, mul(ubo.model, float4(pos + normal * normalLength, 1.0)));
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output.Color = float3(0.0, 0.0, 1.0);
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outStream.Append( output );
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outStream.RestartStrip();
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}
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}
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