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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62
data/hlsl/hdr/bloom.frag
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62
data/hlsl/hdr/bloom.frag
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// Copyright 2020 Google LLC
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Texture2D textureColor0 : register(t0);
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SamplerState samplerColor0 : register(s0);
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Texture2D textureColor1 : register(t1);
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SamplerState samplerColor1 : register(s1);
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[[vk::constant_id(0)]] const int dir = 0;
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float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
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{
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// From the OpenGL Super bible
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const float weights[] = { 0.0024499299678342,
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0.0043538453346397,
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0.0073599963704157,
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0.0118349786570722,
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0.0181026699707781,
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0.0263392293891488,
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0.0364543006660986,
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0.0479932050577658,
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0.0601029809166942,
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0.0715974486241365,
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0.0811305381519717,
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0.0874493212267511,
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0.0896631113333857,
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0.0874493212267511,
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0.0811305381519717,
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0.0715974486241365,
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0.0601029809166942,
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0.0479932050577658,
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0.0364543006660986,
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0.0263392293891488,
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0.0181026699707781,
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0.0118349786570722,
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0.0073599963704157,
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0.0043538453346397,
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0.0024499299678342};
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const float blurScale = 0.003;
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const float blurStrength = 1.0;
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float ar = 1.0;
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// Aspect ratio for vertical blur pass
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if (dir == 1)
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{
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float2 ts;
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textureColor1.GetDimensions(ts.x, ts.y);
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ar = ts.y / ts.x;
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}
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float2 P = inUV.yx - float2(0, (25 >> 1) * ar * blurScale);
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float4 color = float4(0.0, 0.0, 0.0, 0.0);
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for (int i = 0; i < 25; i++)
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{
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float2 dv = float2(0.0, i * blurScale) * ar;
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color += textureColor1.Sample(samplerColor1, P + dv) * weights[i] * blurStrength;
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}
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return color;
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}
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15
data/hlsl/hdr/bloom.vert
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15
data/hlsl/hdr/bloom.vert
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// Copyright 2020 Google LLC
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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(uint VertexIndex : SV_VertexID)
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{
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VSOutput output = (VSOutput)0;
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output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
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output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
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return output;
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}
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11
data/hlsl/hdr/composition.frag
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data/hlsl/hdr/composition.frag
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// Copyright 2020 Google LLC
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Texture2D textureColor0 : register(t0);
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SamplerState samplerColor0 : register(s0);
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Texture2D textureColor1 : register(t1);
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SamplerState samplerColor1 : 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 textureColor0.Sample(samplerColor0, inUV);
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}
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15
data/hlsl/hdr/composition.vert
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data/hlsl/hdr/composition.vert
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// Copyright 2020 Google LLC
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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(uint VertexIndex : SV_VertexID)
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{
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VSOutput output = (VSOutput)0;
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output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
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output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
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return output;
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}
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108
data/hlsl/hdr/gbuffer.frag
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data/hlsl/hdr/gbuffer.frag
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// Copyright 2020 Google LLC
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TextureCube textureEnvMap : register(t1);
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SamplerState samplerEnvMap : register(s1);
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struct VSOutput
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{
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[[vk::location(0)]] float3 UVW : TEXCOORD0;
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[[vk::location(1)]] float3 Pos : POSITION0;
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[[vk::location(2)]] float3 Normal : NORMAL0;
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[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(4)]] float3 LightVec : TEXCOORD2;
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};
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struct FSOutput
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{
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float4 Color0 : SV_TARGET0;
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float4 Color1 : SV_TARGET1;
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};
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[[vk::constant_id(0)]] const int type = 0;
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#define PI 3.1415926
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#define TwoPI (2.0 * PI)
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struct UBO {
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float4x4 projection;
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float4x4 modelview;
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float4x4 inverseModelview;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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cbuffer Exposure : register(b2)
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{
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float exposure;
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}
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FSOutput main(VSOutput input)
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{
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FSOutput output = (FSOutput)0;
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float4 color;
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float3 wcNormal;
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switch (type) {
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case 0: // Skybox
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{
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float3 normal = normalize(input.UVW);
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color = textureEnvMap.Sample(samplerEnvMap, normal);
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}
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break;
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case 1: // Reflect
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{
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float3 wViewVec = mul((float4x3)ubo.inverseModelview, normalize(input.ViewVec)).xyz;
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float3 normal = normalize(input.Normal);
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float3 wNormal = mul((float4x3)ubo.inverseModelview, normal).xyz;
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float NdotL = max(dot(normal, input.LightVec), 0.0);
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float3 eyeDir = normalize(input.ViewVec);
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float3 halfVec = normalize(input.LightVec + eyeDir);
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float NdotH = max(dot(normal, halfVec), 0.0);
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float NdotV = max(dot(normal, eyeDir), 0.0);
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float VdotH = max(dot(eyeDir, halfVec), 0.0);
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// Geometric attenuation
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float NH2 = 2.0 * NdotH;
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float g1 = (NH2 * NdotV) / VdotH;
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float g2 = (NH2 * NdotL) / VdotH;
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float geoAtt = min(1.0, min(g1, g2));
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const float F0 = 0.6;
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const float k = 0.2;
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// Fresnel (schlick approximation)
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float fresnel = pow(1.0 - VdotH, 5.0);
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fresnel *= (1.0 - F0);
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fresnel += F0;
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float spec = (fresnel * geoAtt) / (NdotV * NdotL * 3.14);
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color = textureEnvMap.Sample(samplerEnvMap, reflect(-wViewVec, wNormal));
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color = float4(color.rgb * NdotL * (k + spec * (1.0 - k)), 1.0);
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}
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break;
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case 2: // Refract
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{
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float3 wViewVec = mul((float4x3)ubo.inverseModelview, normalize(input.ViewVec)).xyz;
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float3 wNormal = mul((float4x3)ubo.inverseModelview, input.Normal).xyz;
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color = textureEnvMap.Sample(samplerEnvMap, refract(-wViewVec, wNormal, 1.0/1.6));
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}
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break;
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}
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// Color with manual exposure into attachment 0
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output.Color0.rgb = float3(1.0, 1.0, 1.0) - exp(-color.rgb * exposure);
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// Bright parts for bloom into attachment 1
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float l = dot(output.Color0.rgb, float3(0.2126, 0.7152, 0.0722));
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float threshold = 0.75;
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output.Color1.rgb = (l > threshold) ? output.Color0.rgb : float3(0.0, 0.0, 0.0);
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output.Color1.a = 1.0;
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return output;
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}
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51
data/hlsl/hdr/gbuffer.vert
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data/hlsl/hdr/gbuffer.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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[[vk::constant_id(0)]] const int type = 0;
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struct UBO {
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float4x4 projection;
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float4x4 modelview;
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float4x4 inverseModelview;
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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 UVW : TEXCOORD0;
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[[vk::location(1)]] float3 WorldPos : POSITION0;
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[[vk::location(2)]] float3 Normal : NORMAL0;
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[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(4)]] 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.UVW = input.Pos;
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switch(type) {
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case 0: // Skybox
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output.WorldPos = mul((float4x3)ubo.modelview, input.Pos).xyz;
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output.Pos = mul(ubo.projection, float4(output.WorldPos, 1.0));
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break;
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case 1: // Object
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output.WorldPos = mul(ubo.modelview, float4(input.Pos, 1.0)).xyz;
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output.Pos = mul(ubo.projection, mul(ubo.modelview, float4(input.Pos.xyz, 1.0)));
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break;
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}
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output.WorldPos = mul(ubo.modelview, float4(input.Pos, 1.0)).xyz;
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output.Normal = mul((float4x3)ubo.modelview, input.Normal).xyz;
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float3 lightPos = float3(0.0f, -5.0f, 5.0f);
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output.LightVec = lightPos.xyz - output.WorldPos.xyz;
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output.ViewVec = -output.WorldPos.xyz;
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return output;
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}
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