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
Texture2D textureGradientRamp : register(t1);
SamplerState samplerGradientRamp : register(s1);
struct VSOutput
{
[[vk::location(0)]] float3 Color : COLOR0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
float4 main(VSOutput input) : SV_TARGET
{
// Use max. color channel value to detect bright glow emitters
if ((input.Color.r >= 0.9) || (input.Color.g >= 0.9) || (input.Color.b >= 0.9))
{
return float4(textureGradientRamp.Sample(samplerGradientRamp, input.UV).rgb, 1);
}
else
{
return float4(input.Color, 1);
}
}

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(2)]] float3 Color : COLOR0;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float gradientPos;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Color : COLOR0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Color = input.Color;
output.UV = float2(ubo.gradientPos, 0.0f);
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos, 1.0)));
return output;
}

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// Copyright 2020 Google LLC
Texture2D textureGradientRamp : register(t1);
SamplerState samplerGradientRamp : register(s1);
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 EyePos : POSITION0;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
[[vk::location(4)]] float2 UV : TEXCOORD0;
};
float4 main(VSOutput input) : SV_TARGET
{
// No light calculations for glow color
// Use max. color channel value
// to detect bright glow emitters
if ((input.Color.r >= 0.9) || (input.Color.g >= 0.9) || (input.Color.b >= 0.9))
{
return float4(textureGradientRamp.Sample(samplerGradientRamp, input.UV).rgb, 1);
}
else
{
float3 Eye = normalize(-input.EyePos);
float3 Reflected = normalize(reflect(-input.LightVec, input.Normal));
float4 IAmbient = float4(0.2, 0.2, 0.2, 1.0);
float4 IDiffuse = float4(0.5, 0.5, 0.5, 0.5) * max(dot(input.Normal, input.LightVec), 0.0);
float specular = 0.25;
float4 ISpecular = float4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 4.0) * specular;
return float4((IAmbient + IDiffuse) * float4(input.Color, 1.0) + ISpecular);
}
}

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float4 Pos : POSITION0;
[[vk::location(2)]] float3 Color : COLOR0;
[[vk::location(3)]] float3 Normal : NORMAL0;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float gradientPos;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 EyePos : POSITION0;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
[[vk::location(4)]] float2 UV : TEXCOORD0;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Normal = input.Normal;
output.Color = input.Color;
output.UV = float2(ubo.gradientPos, 0.0);
output.Pos = mul(ubo.projection, mul(ubo.model, input.Pos));
output.EyePos = mul(ubo.model, input.Pos).xyz;
float4 lightPos = float4(0.0, 0.0, -5.0, 1.0);// * ubo.model;
output.LightVec = normalize(lightPos.xyz - input.Pos.xyz);
return output;
}

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// Copyright 2020 Google LLC
Texture2D textureColor : register(t1);
SamplerState samplerColor : register(s1);
struct UBO
{
float radialBlurScale;
float radialBlurStrength;
float2 radialOrigin;
};
cbuffer ubo : register(b0) { UBO ubo; }
float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
{
int2 texDim;
textureColor.GetDimensions(texDim.x, texDim.y);
float2 radialSize = float2(1.0 / texDim.x, 1.0 / texDim.y);
float2 UV = inUV;
float4 color = float4(0.0, 0.0, 0.0, 0.0);
UV += radialSize * 0.5 - ubo.radialOrigin;
#define samples 32
for (int i = 0; i < samples; i++)
{
float scale = 1.0 - ubo.radialBlurScale * (float(i) / float(samples-1));
color += textureColor.Sample(samplerColor, UV * scale + ubo.radialOrigin);
}
return (color / samples) * ubo.radialBlurStrength;
}

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// Copyright 2020 Google LLC
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
};
VSOutput main(uint VertexIndex : SV_VertexID)
{
VSOutput output = (VSOutput)0;
output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
return output;
}