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

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
[[vk::location(2)]] float3 Normal : NORMAL0;
[[vk::location(3)]] float3 Tangent : TEXCOORD1;
[[vk::location(4)]] float3 BiTangent : TEXCOORD2;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
float4 lightPos;
float4 cameraPos;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float3 TangentLightPos : TEXCOORD1;
[[vk::location(2)]] float3 TangentViewPos : TEXCOORD2;
[[vk::location(3)]] float3 TangentFragPos : TEXCOORD3;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos, 1.0f))));
output.TangentFragPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz;
output.UV = input.UV;
float3 T = normalize(mul((float3x3)ubo.model, input.Tangent));
float3 B = normalize(mul((float3x3)ubo.model, input.BiTangent));
float3 N = normalize(mul((float3x3)ubo.model, input.Normal));
float3x3 TBN = transpose(float3x3(T, B, N));
output.TangentLightPos = mul(TBN, ubo.lightPos.xyz);
output.TangentViewPos = mul(TBN, ubo.cameraPos.xyz);
output.TangentFragPos = mul(TBN, output.TangentFragPos);
return output;
}