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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108
data/hlsl/hdr/gbuffer.frag
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108
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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