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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16
data/hlsl/pushdescriptors/cube.frag
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data/hlsl/pushdescriptors/cube.frag
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// Copyright 2020 Google LLC
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Texture2D textureColorMap : register(t2);
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SamplerState samplerColorMap : register(s2);
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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(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float2 UV : TEXCOORD0;
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};
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float4 main(VSOutput input) : SV_TARGET
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{
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return textureColorMap.Sample(samplerColorMap, input.UV) * float4(input.Color, 1.0);
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}
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38
data/hlsl/pushdescriptors/cube.vert
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data/hlsl/pushdescriptors/cube.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(2)]] float2 UV : TEXCOORD0;
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[[vk::location(3)]] float3 Color : COLOR0;
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};
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struct UBOScene {
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float4x4 projection;
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float4x4 view;
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};
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cbuffer uboCamera : register(b0) { UBOScene uboCamera; };
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struct UBOModel {
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float4x4 local;
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};
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cbuffer uboModel : register(b1) { UBOModel uboModel; };
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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(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float2 UV : TEXCOORD0;
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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.UV = input.UV;
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output.Pos = mul(uboCamera.projection, mul(uboCamera.view, mul(uboModel.local, float4(input.Pos.xyz, 1.0))));
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return output;
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}
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