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