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

View file

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// Copyright 2020 Google LLC
TextureCube textureEnv : register(t2);
SamplerState samplerEnv : register(s2);
struct UBOParams {
float4 lights[4];
float exposure;
float gamma;
};
cbuffer uboParams : register(b1) { UBOParams uboParams; };
// From http://filmicworlds.com/blog/filmic-tonemapping-operators/
float3 Uncharted2Tonemap(float3 color)
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
return ((color*(A*color+C*B)+D*E)/(color*(A*color+B)+D*F))-E/F;
}
float4 main([[vk::location(0)]] float3 inUVW : POSITION0) : SV_TARGET
{
float3 color = textureEnv.Sample(samplerEnv, inUVW).rgb;
// Tone mapping
color = Uncharted2Tonemap(color * uboParams.exposure);
color = color * (1.0f / Uncharted2Tonemap((11.2f).xxx));
// Gamma correction
color = pow(color, (1.0f / uboParams.gamma).xxx);
return float4(color, 1.0);
}