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
[[vk::input_attachment_index(0)]][[vk::binding(0)]] SubpassInput inputColor;
[[vk::input_attachment_index(1)]][[vk::binding(1)]] SubpassInput inputDepth;
struct UBO {
float2 brightnessContrast;
float2 range;
int attachmentIndex;
};
cbuffer ubo : register(b2) { UBO ubo; }
float3 brightnessContrast(float3 color, float brightness, float contrast) {
return (color - 0.5) * contrast + 0.5 + brightness;
}
float4 main() : SV_TARGET
{
// Apply brightness and contrast filer to color input
if (ubo.attachmentIndex == 0) {
// Read color from previous color input attachment
float3 color = inputColor.SubpassLoad().rgb;
return float4(brightnessContrast(color, ubo.brightnessContrast[0], ubo.brightnessContrast[1]), 1);
}
// Visualize depth input range
if (ubo.attachmentIndex == 1) {
// Read depth from previous depth input attachment
float depth = inputDepth.SubpassLoad().r;
return float4((depth - ubo.range[0]) * 1.0 / (ubo.range[1] - ubo.range[0]).xxx, 1);
}
return 0.xxxx;
}