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