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/nv_ray_tracing_reflections/closesthit.rchit
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data/hlsl/nv_ray_tracing_reflections/closesthit.rchit
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// Copyright 2020 Google LLC
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struct RayPayload
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{
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float3 color;
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float distance;
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float3 normal;
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float reflector;
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};
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RaytracingAccelerationStructure topLevelAS : register(t0);
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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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float4 lightPos;
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};
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cbuffer cam : register(b2) { CameraProperties cam; };
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StructuredBuffer<float4> vertices : register(t3);
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StructuredBuffer<uint> indices : register(t4);
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struct Vertex
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{
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float3 pos;
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float3 normal;
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float3 color;
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float2 uv;
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float _pad0;
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};
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Vertex unpack(uint index)
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{
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float4 d0 = vertices[3 * index + 0];
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float4 d1 = vertices[3 * index + 1];
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float4 d2 = vertices[3 * index + 2];
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Vertex v;
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v.pos = d0.xyz;
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v.normal = float3(d0.w, d1.x, d1.y);
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v.color = float3(d1.z, d1.w, d2.x);
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return v;
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}
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[shader("closesthit")]
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void main(inout RayPayload rayPayload, in float3 attribs)
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{
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uint PrimitiveID = PrimitiveIndex();
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int3 index = int3(indices[3 * PrimitiveID], indices[3 * PrimitiveID + 1], indices[3 * PrimitiveID + 2]);
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Vertex v0 = unpack(index.x);
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Vertex v1 = unpack(index.y);
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Vertex v2 = unpack(index.z);
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// Interpolate normal
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const float3 barycentricCoords = float3(1.0f - attribs.x - attribs.y, attribs.x, attribs.y);
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float3 normal = normalize(v0.normal * barycentricCoords.x + v1.normal * barycentricCoords.y + v2.normal * barycentricCoords.z);
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// Basic lighting
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float3 lightVector = normalize(cam.lightPos.xyz);
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float dot_product = max(dot(lightVector, normal), 0.6);
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rayPayload.color = v0.color * dot_product;
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rayPayload.distance = RayTCurrent();
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rayPayload.normal = normal;
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// Objects with full white vertex color are treated as reflectors
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rayPayload.reflector = ((v0.color.r == 1.0f) && (v0.color.g == 1.0f) && (v0.color.b == 1.0f)) ? 1.0f : 0.0f;
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}
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