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/multiview/viewdisplay.frag
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data/hlsl/multiview/viewdisplay.frag
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// Copyright 2020 Google LLC
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Texture2DArray textureView : register(t1);
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SamplerState samplerView : register(s1);
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struct UBO
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{
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[[vk::offset(272)]] float distortionAlpha;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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[[vk::constant_id(0)]] const float VIEW_LAYER = 0.0f;
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float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
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{
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const float alpha = ubo.distortionAlpha;
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float2 p1 = float2(2.0 * inUV - 1.0);
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float2 p2 = p1 / (1.0 - alpha * length(p1));
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p2 = (p2 + 1.0) * 0.5;
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bool inside = ((p2.x >= 0.0) && (p2.x <= 1.0) && (p2.y >= 0.0 ) && (p2.y <= 1.0));
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return inside ? textureView.Sample(samplerView, float3(p2, VIEW_LAYER)) : float4(0.0, 0.0, 0.0, 0.0);
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}
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