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/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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