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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23
data/hlsl/radialblur/colorpass.frag
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data/hlsl/radialblur/colorpass.frag
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// Copyright 2020 Google LLC
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Texture2D textureGradientRamp : register(t1);
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SamplerState samplerGradientRamp : register(s1);
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struct VSOutput
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{
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[[vk::location(0)]] float3 Color : COLOR0;
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[[vk::location(1)]] 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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// Use max. color channel value to detect bright glow emitters
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if ((input.Color.r >= 0.9) || (input.Color.g >= 0.9) || (input.Color.b >= 0.9))
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{
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return float4(textureGradientRamp.Sample(samplerGradientRamp, input.UV).rgb, 1);
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}
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else
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{
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return float4(input.Color, 1);
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}
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}
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data/hlsl/radialblur/colorpass.vert
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data/hlsl/radialblur/colorpass.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(2)]] float3 Color : COLOR0;
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};
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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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float gradientPos;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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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 Color : COLOR0;
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[[vk::location(1)]] 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.Color = input.Color;
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output.UV = float2(ubo.gradientPos, 0.0f);
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output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos, 1.0)));
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return output;
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}
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35
data/hlsl/radialblur/phongpass.frag
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data/hlsl/radialblur/phongpass.frag
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// Copyright 2020 Google LLC
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Texture2D textureGradientRamp : register(t1);
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SamplerState samplerGradientRamp : register(s1);
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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)]] float3 EyePos : POSITION0;
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[[vk::location(3)]] float3 LightVec : TEXCOORD2;
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[[vk::location(4)]] 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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// No light calculations for glow color
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// Use max. color channel value
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// to detect bright glow emitters
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if ((input.Color.r >= 0.9) || (input.Color.g >= 0.9) || (input.Color.b >= 0.9))
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{
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return float4(textureGradientRamp.Sample(samplerGradientRamp, input.UV).rgb, 1);
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}
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else
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{
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float3 Eye = normalize(-input.EyePos);
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float3 Reflected = normalize(reflect(-input.LightVec, input.Normal));
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float4 IAmbient = float4(0.2, 0.2, 0.2, 1.0);
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float4 IDiffuse = float4(0.5, 0.5, 0.5, 0.5) * max(dot(input.Normal, input.LightVec), 0.0);
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float specular = 0.25;
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float4 ISpecular = float4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 4.0) * specular;
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return float4((IAmbient + IDiffuse) * float4(input.Color, 1.0) + ISpecular);
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}
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}
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40
data/hlsl/radialblur/phongpass.vert
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data/hlsl/radialblur/phongpass.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)]] float4 Pos : POSITION0;
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[[vk::location(2)]] float3 Color : COLOR0;
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[[vk::location(3)]] float3 Normal : NORMAL0;
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};
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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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float gradientPos;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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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)]] float3 EyePos : POSITION0;
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[[vk::location(3)]] float3 LightVec : TEXCOORD2;
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[[vk::location(4)]] 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 = float2(ubo.gradientPos, 0.0);
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output.Pos = mul(ubo.projection, mul(ubo.model, input.Pos));
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output.EyePos = mul(ubo.model, input.Pos).xyz;
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float4 lightPos = float4(0.0, 0.0, -5.0, 1.0);// * ubo.model;
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output.LightVec = normalize(lightPos.xyz - input.Pos.xyz);
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return output;
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}
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35
data/hlsl/radialblur/radialblur.frag
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data/hlsl/radialblur/radialblur.frag
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// Copyright 2020 Google LLC
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Texture2D textureColor : register(t1);
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SamplerState samplerColor : register(s1);
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struct UBO
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{
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float radialBlurScale;
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float radialBlurStrength;
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float2 radialOrigin;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
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{
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int2 texDim;
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textureColor.GetDimensions(texDim.x, texDim.y);
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float2 radialSize = float2(1.0 / texDim.x, 1.0 / texDim.y);
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float2 UV = inUV;
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float4 color = float4(0.0, 0.0, 0.0, 0.0);
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UV += radialSize * 0.5 - ubo.radialOrigin;
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#define samples 32
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for (int i = 0; i < samples; i++)
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{
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float scale = 1.0 - ubo.radialBlurScale * (float(i) / float(samples-1));
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color += textureColor.Sample(samplerColor, UV * scale + ubo.radialOrigin);
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}
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return (color / samples) * ubo.radialBlurStrength;
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}
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15
data/hlsl/radialblur/radialblur.vert
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data/hlsl/radialblur/radialblur.vert
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// Copyright 2020 Google LLC
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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)]] float2 UV : TEXCOORD0;
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};
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VSOutput main(uint VertexIndex : SV_VertexID)
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{
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VSOutput output = (VSOutput)0;
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output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
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output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
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return output;
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}
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