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/offscreen/mirror.frag
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data/hlsl/offscreen/mirror.frag
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// Copyright 2020 Google LLC
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Texture2D textureColor : register(t1);
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SamplerState samplerColor : register(s1);
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struct VSOutput
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{
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[[vk::location(0)]] float2 UV : TEXCOORD0;
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[[vk::location(1)]] float4 ProjCoord : POSITION0;
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};
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float4 main(VSOutput input, bool FrontFacing : SV_IsFrontFace) : SV_TARGET
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{
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float4 tmp = (1.0 / input.ProjCoord.w).xxxx;
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float4 projCoord = input.ProjCoord * tmp;
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// Scale and bias
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projCoord += float4(1.0, 1.0, 1.0, 1.0);
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projCoord *= float4(0.5, 0.5, 0.5, 0.5);
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// Slow single pass blur
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// For demonstration purposes only
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const float blurSize = 1.0 / 512.0;
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float4 color = float4(float3(0.0, 0.0, 0.0), 1.);
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if (FrontFacing)
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{
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// Only render mirrored scene on front facing (upper) side of mirror surface
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float4 reflection = float4(0.0, 0.0, 0.0, 0.0);
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for (int x = -3; x <= 3; x++)
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{
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for (int y = -3; y <= 3; y++)
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{
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reflection += textureColor.Sample(samplerColor, float2(projCoord.x + x * blurSize, projCoord.y + y * blurSize)) / 49.0;
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}
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}
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color += reflection;
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}
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return color;
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}
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