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/raygen.rgen
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data/hlsl/nv_ray_tracing_reflections/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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float4 lightPos;
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};
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cbuffer cam : register(b2) { CameraProperties cam; };
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struct RayPayload {
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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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// Max. number of recursion is passed via a specialization constant
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[[vk::constant_id(0)]] const int MAX_RECURSION = 0;
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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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float3 color = float3(0.0, 0.0, 0.0);
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for (int i = 0; i < MAX_RECURSION; i++) {
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RayPayload rayPayload;
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TraceRay(rs, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, rayPayload);
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float3 hitColor = rayPayload.color;
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if (rayPayload.distance < 0.0f) {
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color += hitColor;
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break;
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} else if (rayPayload.reflector == 1.0f) {
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const float3 hitPos = rayDesc.Origin + rayDesc.Direction * rayPayload.distance;
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rayDesc.Origin = hitPos + rayPayload.normal * 0.001f;
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rayDesc.Direction = reflect(rayDesc.Direction, rayPayload.normal);
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} else {
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color += hitColor;
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break;
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}
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}
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image[int2(LaunchID.xy)] = float4(color, 0.0);
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}
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