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

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
};
[[vk::constant_id(0)]] const int type = 0;
struct UBO {
float4x4 projection;
float4x4 modelview;
float4x4 inverseModelview;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 UVW : TEXCOORD0;
[[vk::location(1)]] float3 WorldPos : POSITION0;
[[vk::location(2)]] float3 Normal : NORMAL0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.UVW = input.Pos;
switch(type) {
case 0: // Skybox
output.WorldPos = mul((float4x3)ubo.modelview, input.Pos).xyz;
output.Pos = mul(ubo.projection, float4(output.WorldPos, 1.0));
break;
case 1: // Object
output.WorldPos = mul(ubo.modelview, float4(input.Pos, 1.0)).xyz;
output.Pos = mul(ubo.projection, mul(ubo.modelview, float4(input.Pos.xyz, 1.0)));
break;
}
output.WorldPos = mul(ubo.modelview, float4(input.Pos, 1.0)).xyz;
output.Normal = mul((float4x3)ubo.modelview, input.Normal).xyz;
float3 lightPos = float3(0.0f, -5.0f, 5.0f);
output.LightVec = lightPos.xyz - output.WorldPos.xyz;
output.ViewVec = -output.WorldPos.xyz;
return output;
}