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/pushconstants/lights.frag
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data/hlsl/pushconstants/lights.frag
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// Copyright 2020 Google LLC
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#define lightCount 6
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struct VSOutput
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{
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float3 Color : COLOR0;
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[[vk::location(3)]] float4 LightVec[lightCount] : TEXCOORD1;
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};
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#define MAX_LIGHT_DIST 9.0 * 9.0
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float4 main(VSOutput input) : SV_TARGET
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{
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float3 lightColor[lightCount];
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lightColor[0] = float3(1.0, 0.0, 0.0);
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lightColor[1] = float3(0.0, 1.0, 0.0);
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lightColor[2] = float3(0.0, 0.0, 1.0);
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lightColor[3] = float3(1.0, 0.0, 1.0);
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lightColor[4] = float3(0.0, 1.0, 1.0);
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lightColor[5] = float3(1.0, 1.0, 0.0);
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float3 diffuse = float3(0.0, 0.0, 0.0);
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// Just some very basic attenuation
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for (int i = 0; i < lightCount; ++i)
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{
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float lRadius = MAX_LIGHT_DIST * input.LightVec[i].w;
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float dist = min(dot(input.LightVec[i], input.LightVec[i]), lRadius) / lRadius;
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float distFactor = 1.0 - dist;
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diffuse += lightColor[i] * distFactor;
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}
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return float4(diffuse, 1);
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}
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50
data/hlsl/pushconstants/lights.vert
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data/hlsl/pushconstants/lights.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)]] float3 Normal : NORMAL0;
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[[vk::location(3)]] float3 Color : COLOR0;
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};
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#define lightCount 6
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struct UBO
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{
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float4x4 projection;
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float4x4 model;
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float4 lightColor[lightCount];
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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struct PushConsts {
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float4 lightPos[lightCount];
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};
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[[vk::push_constant]] PushConsts pushConsts;
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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)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float3 Color : COLOR0;
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[[vk::location(3)]] float4 LightVec[lightCount] : TEXCOORD1;
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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.Normal = input.Normal;
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output.Color = input.Color;
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output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
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for (int i = 0; i < lightCount; ++i)
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{
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float4 worldPos = mul(ubo.model, float4(input.Pos.xyz, 1.0));
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output.LightVec[i].xyz = pushConsts.lightPos[i].xyz - input.Pos.xyz;
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// Store light radius in w
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output.LightVec[i].w = pushConsts.lightPos[i].w;
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}
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return output;
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}
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