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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35
data/hlsl/inputattachments/attachmentread.frag
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data/hlsl/inputattachments/attachmentread.frag
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// Copyright 2020 Google LLC
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[[vk::input_attachment_index(0)]][[vk::binding(0)]] SubpassInput inputColor;
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[[vk::input_attachment_index(1)]][[vk::binding(1)]] SubpassInput inputDepth;
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struct UBO {
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float2 brightnessContrast;
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float2 range;
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int attachmentIndex;
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};
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cbuffer ubo : register(b2) { UBO ubo; }
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float3 brightnessContrast(float3 color, float brightness, float contrast) {
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return (color - 0.5) * contrast + 0.5 + brightness;
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}
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float4 main() : SV_TARGET
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{
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// Apply brightness and contrast filer to color input
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if (ubo.attachmentIndex == 0) {
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// Read color from previous color input attachment
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float3 color = inputColor.SubpassLoad().rgb;
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return float4(brightnessContrast(color, ubo.brightnessContrast[0], ubo.brightnessContrast[1]), 1);
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}
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// Visualize depth input range
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if (ubo.attachmentIndex == 1) {
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// Read depth from previous depth input attachment
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float depth = inputDepth.SubpassLoad().r;
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return float4((depth - ubo.range[0]) * 1.0 / (ubo.range[1] - ubo.range[0]).xxx, 1);
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}
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return 0.xxxx;
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}
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data/hlsl/inputattachments/attachmentread.vert
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data/hlsl/inputattachments/attachmentread.vert
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// Copyright 2020 Google LLC
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float4 main(uint VertexIndex : SV_VertexID) : SV_POSITION
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{
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return float4(float2((VertexIndex << 1) & 2, VertexIndex & 2) * 2.0f - 1.0f, 0.0f, 1.0f);
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}
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24
data/hlsl/inputattachments/attachmentwrite.frag
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data/hlsl/inputattachments/attachmentwrite.frag
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// Copyright 2020 Google LLC
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struct VSOutput
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{
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[[vk::location(0)]] float3 Color : COLOR0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(3)]] float3 LightVec : TEXCOORD2;
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};
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float4 main(VSOutput input) : SV_TARGET
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{
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// Toon shading color attachment output
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float intensity = dot(normalize(input.Normal), normalize(input.LightVec));
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float shade = 1.0;
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shade = intensity < 0.5 ? 0.75 : shade;
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shade = intensity < 0.35 ? 0.6 : shade;
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shade = intensity < 0.25 ? 0.5 : shade;
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shade = intensity < 0.1 ? 0.25 : shade;
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return float4(input.Color * 3.0 * shade, 1);
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// Depth attachment does not need to be explicitly written
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}
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36
data/hlsl/inputattachments/attachmentwrite.vert
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data/hlsl/inputattachments/attachmentwrite.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 Color : COLOR0;
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[[vk::location(2)]] float3 Normal : NORMAL0;
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};
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struct UBO {
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float4x4 projection;
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float4x4 model;
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float4x4 view;
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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 Color : COLOR0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(3)]] 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.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos, 1.0))));
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output.Color = input.Color;
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output.Normal = input.Normal;
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output.LightVec = float3(0.0f, 5.0f, 15.0f) - input.Pos;
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output.ViewVec = -input.Pos.xyz;
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return output;
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}
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