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

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// Copyright 2020 Google LLC
Texture2D textureColor : register(t2);
SamplerState samplerColor : register(s2);
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
float4 main(VSOutput input) : SV_TARGET
{
// Last array layer is terrain tex
float4 color = textureColor.Sample(samplerColor, input.UV);
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 ambient = float3(0.65, 0.65, 0.65);
float3 diffuse = max(dot(N, L), 0.0) * input.Color;
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.1, 0.1, 0.1);
return float4((ambient + diffuse) * color.rgb + specular, 1.0);
}

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float4 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
[[vk::location(3)]] float3 Color : COLOR0;
};
struct UBO
{
float4x4 projection;
float4x4 modelview;
};
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)]] float2 UV : TEXCOORD0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Color = input.Color;
output.UV = input.UV * 32.0;
output.Normal = input.Normal;
float4 pos = float4(input.Pos.xyz, 1.0);
output.Pos = mul(ubo.projection, mul(ubo.modelview, pos));
float4 wPos = mul(ubo.modelview, float4(pos.xyz, 1.0));
float4 lPos = float4(0.0, -5.0, 0.0, 1.0);
output.LightVec = lPos.xyz - pos.xyz;
output.ViewVec = -pos.xyz;
return output;
}

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// Copyright 2020 Google LLC
Texture2DArray textureArray : register(t1);
SamplerState samplerArray : register(s1);
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 UV : TEXCOORD0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
float4 main(VSOutput input) : SV_TARGET
{
float4 color = textureArray.Sample(samplerArray, input.UV);
if (color.a < 0.5)
{
clip(-1);
}
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 ambient = float3(0.65, 0.65, 0.65);
float3 diffuse = max(dot(N, L), 0.0) * input.Color;
return float4((ambient + diffuse) * color.rgb, 1.0);
}

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float4 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
[[vk::location(3)]] float3 Color : COLOR0;
[[vk::location(4)]] float3 instancePos : POSITION1;
[[vk::location(5)]] float3 instanceRot : TEXCOORD1;
[[vk::location(6)]] float instanceScale : TEXCOORD2;
[[vk::location(7)]] int instanceTexIndex : TEXCOORD3;
};
struct UBO
{
float4x4 projection;
float4x4 modelview;
};
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 UV : TEXCOORD0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Color = input.Color;
output.UV = float3(input.UV, input.instanceTexIndex);
output.UV.y = 1.0 - output.UV.y;
float4x4 mx, my, mz;
// rotate around x
float s = sin(input.instanceRot.x);
float c = cos(input.instanceRot.x);
mx[0] = float4(c, s, 0.0, 0.0);
mx[1] = float4(-s, c, 0.0, 0.0);
mx[2] = float4(0.0, 0.0, 1.0, 0.0);
mx[3] = float4(0.0, 0.0, 0.0, 1.0);
// rotate around y
s = sin(input.instanceRot.y);
c = cos(input.instanceRot.y);
my[0] = float4(c, 0.0, s, 0.0);
my[1] = float4(0.0, 1.0, 0.0, 0.0);
my[2] = float4(-s, 0.0, c, 0.0);
my[3] = float4(0.0, 0.0, 0.0, 1.0);
// rot around z
s = sin(input.instanceRot.z);
c = cos(input.instanceRot.z);
mz[0] = float4(1.0, 0.0, 0.0, 0.0);
mz[1] = float4(0.0, c, s, 0.0);
mz[2] = float4(0.0, -s, c, 0.0);
mz[3] = float4(0.0, 0.0, 0.0, 1.0);
float4x4 rotMat = mul(mz, mul(my, mx));
output.Normal = mul((float4x3)rotMat, input.Normal).xyz;
float4 pos = mul(rotMat, float4((input.Pos.xyz * input.instanceScale) + input.instancePos, 1.0));
output.Pos = mul(ubo.projection, mul(ubo.modelview, pos));
float4 wPos = mul(ubo.modelview, float4(pos.xyz, 1.0));
float4 lPos = float4(0.0, -5.0, 0.0, 1.0);
output.LightVec = lPos.xyz - pos.xyz;
output.ViewVec = -pos.xyz;
return output;
}

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// Copyright 2020 Google LLC
Texture2D textureColor : register(t2);
SamplerState samplerColor : register(s2);
float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
{
const float4 gradientStart = float4(0.93, 0.9, 0.81, 1.0);
const float4 gradientEnd = float4(0.35, 0.5, 1.0, 1.0);
return lerp(gradientStart, gradientEnd, min(0.5 - inUV.y, 0.5)/0.15 + 0.5);
}

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float4 Pos : POSITION0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
};
struct UBO
{
float4x4 projection;
float4x4 modelview;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.UV = float2(input.UV.x, 1.0-input.UV.y);
// Skysphere always at center, only use rotation part of modelview matrix
output.Pos = mul(ubo.projection, float4(mul((float3x3)ubo.modelview, input.Pos.xyz), 1));
return output;
}