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
#define lightCount 6
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 Color : COLOR0;
[[vk::location(3)]] float4 LightVec[lightCount] : TEXCOORD1;
};
#define MAX_LIGHT_DIST 9.0 * 9.0
float4 main(VSOutput input) : SV_TARGET
{
float3 lightColor[lightCount];
lightColor[0] = float3(1.0, 0.0, 0.0);
lightColor[1] = float3(0.0, 1.0, 0.0);
lightColor[2] = float3(0.0, 0.0, 1.0);
lightColor[3] = float3(1.0, 0.0, 1.0);
lightColor[4] = float3(0.0, 1.0, 1.0);
lightColor[5] = float3(1.0, 1.0, 0.0);
float3 diffuse = float3(0.0, 0.0, 0.0);
// Just some very basic attenuation
for (int i = 0; i < lightCount; ++i)
{
float lRadius = MAX_LIGHT_DIST * input.LightVec[i].w;
float dist = min(dot(input.LightVec[i], input.LightVec[i]), lRadius) / lRadius;
float distFactor = 1.0 - dist;
diffuse += lightColor[i] * distFactor;
}
return float4(diffuse, 1);
}

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(3)]] float3 Color : COLOR0;
};
#define lightCount 6
struct UBO
{
float4x4 projection;
float4x4 model;
float4 lightColor[lightCount];
};
cbuffer ubo : register(b0) { UBO ubo; }
struct PushConsts {
float4 lightPos[lightCount];
};
[[vk::push_constant]] PushConsts pushConsts;
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 Color : COLOR0;
[[vk::location(3)]] float4 LightVec[lightCount] : TEXCOORD1;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Normal = input.Normal;
output.Color = input.Color;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
for (int i = 0; i < lightCount; ++i)
{
float4 worldPos = mul(ubo.model, float4(input.Pos.xyz, 1.0));
output.LightVec[i].xyz = pushConsts.lightPos[i].xyz - input.Pos.xyz;
// Store light radius in w
output.LightVec[i].w = pushConsts.lightPos[i].w;
}
return output;
}