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/shadowmapomni/offscreen.frag
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data/hlsl/shadowmapomni/offscreen.frag
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// Copyright 2020 Google LLC
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struct VSOutput
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{
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[[vk::location(0)]] float4 Pos : POSITION0;
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[[vk::location(1)]] float3 LightPos : POSITION1;
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};
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float main(VSOutput input) : SV_TARGET
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{
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// Store distance to light as 32 bit float value
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float3 lightVec = input.Pos.xyz - input.LightPos;
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return length(lightVec);
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}
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