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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18
data/hlsl/nv_ray_tracing_basic/closesthit.rchit
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data/hlsl/nv_ray_tracing_basic/closesthit.rchit
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// Copyright 2020 Google LLC
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struct Attribute
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{
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float2 attribs;
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};
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struct Payload
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{
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[[vk::location(0)]] float3 hitValue;
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};
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[shader("closesthit")]
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void main(inout Payload p, in float3 attribs)
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{
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const float3 barycentricCoords = float3(1.0f - attribs.x - attribs.y, attribs.x, attribs.y);
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p.hitValue = barycentricCoords;
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}
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data/hlsl/nv_ray_tracing_basic/miss.rmiss
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data/hlsl/nv_ray_tracing_basic/miss.rmiss
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// Copyright 2020 Google LLC
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struct Payload
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{
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[[vk::location(0)]] float3 hitValue;
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};
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[shader("miss")]
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void main(inout Payload p)
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{
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p.hitValue = float3(0.0, 0.0, 0.2);
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}
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data/hlsl/nv_ray_tracing_basic/raygen.rgen
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data/hlsl/nv_ray_tracing_basic/raygen.rgen
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// Copyright 2020 Google LLC
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RaytracingAccelerationStructure rs : register(t0);
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RWTexture2D<float4> image : register(u1);
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struct CameraProperties
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{
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float4x4 viewInverse;
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float4x4 projInverse;
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};
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cbuffer cam : register(b2) { CameraProperties cam; };
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struct Payload
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{
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[[vk::location(0)]] float3 hitValue;
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};
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[shader("raygeneration")]
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void main()
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{
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uint3 LaunchID = DispatchRaysIndex();
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uint3 LaunchSize = DispatchRaysDimensions();
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const float2 pixelCenter = float2(LaunchID.xy) + float2(0.5, 0.5);
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const float2 inUV = pixelCenter/float2(LaunchSize.xy);
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float2 d = inUV * 2.0 - 1.0;
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float4 target = mul(cam.projInverse, float4(d.x, d.y, 1, 1));
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RayDesc rayDesc;
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rayDesc.Origin = mul(cam.viewInverse, float4(0,0,0,1)).xyz;
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rayDesc.Direction = mul(cam.viewInverse, float4(normalize(target.xyz), 0)).xyz;
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rayDesc.TMin = 0.001;
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rayDesc.TMax = 10000.0;
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Payload payload;
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TraceRay(rs, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
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image[int2(LaunchID.xy)] = float4(payload.hitValue, 0.0);
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}
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