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