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

View file

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// Copyright 2020 Google LLC
struct RayPayload {
float3 color;
float distance;
float3 normal;
float reflector;
};
[shader("miss")]
void main(inout RayPayload rayPayload)
{
float3 worldRayDirection = WorldRayDirection();
// View-independent background gradient to simulate a basic sky background
const float3 gradientStart = float3(0.5, 0.6, 1.0);
const float3 gradientEnd = float3(1.0, 1.0, 1.0);
float3 unitDir = normalize(worldRayDirection);
float t = 0.5 * (unitDir.y + 1.0);
rayPayload.color = (1.0-t) * gradientStart + t * gradientEnd;
rayPayload.distance = -1.0f;
rayPayload.normal = float3(0, 0, 0);
rayPayload.reflector = 0.0f;
}