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/particlefire/normalmap.frag
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data/hlsl/particlefire/normalmap.frag
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// Copyright 2020 Google LLC
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Texture2D textureColorMap : register(t1);
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SamplerState samplerColorMap : register(s1);
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Texture2D textureNormalHeightMap : register(t2);
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SamplerState samplerNormalHeightMap : register(s2);
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#define lightRadius 45.0
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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)]] float3 LightVec : TEXCOORD2;
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[[vk::location(2)]] float3 LightVecB : TEXCOORD3;
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[[vk::location(3)]] float3 LightDir : TEXCOORD4;
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[[vk::location(4)]] float3 ViewVec : TEXCOORD1;
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};
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float4 main(VSOutput input) : SV_TARGET
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{
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float3 specularColor = float3(0.85, 0.5, 0.0);
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float invRadius = 1.0/lightRadius;
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float ambient = 0.25;
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float3 rgb, normal;
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rgb = textureColorMap.Sample(samplerColorMap, input.UV).rgb;
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normal = normalize((textureNormalHeightMap.Sample(samplerNormalHeightMap, input.UV).rgb - 0.5) * 2.0);
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float distSqr = dot(input.LightVecB, input.LightVecB);
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float3 lVec = input.LightVecB * rsqrt(distSqr);
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float atten = max(clamp(1.0 - invRadius * sqrt(distSqr), 0.0, 1.0), ambient);
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float diffuse = clamp(dot(lVec, normal), 0.0, 1.0);
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float3 light = normalize(-input.LightVec);
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float3 view = normalize(input.ViewVec);
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float3 reflectDir = reflect(-light, normal);
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float specular = pow(max(dot(view, reflectDir), 0.0), 4.0);
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return float4((rgb * atten + (diffuse * rgb + 0.5 * specular * specularColor.rgb)) * atten, 1.0);
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}
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