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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6
data/hlsl/shadowmapping/offscreen.frag
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data/hlsl/shadowmapping/offscreen.frag
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// Copyright 2020 Google LLC
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float4 main() : SV_TARGET
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{
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return float4(1.0, 0.0, 0.0, 1.0);
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}
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13
data/hlsl/shadowmapping/offscreen.vert
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data/hlsl/shadowmapping/offscreen.vert
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// Copyright 2020 Google LLC
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struct UBO
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{
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float4x4 depthMVP;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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float4 main([[vk::location(0)]] float3 Pos : POSITION0) : SV_POSITION
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{
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return mul(ubo.depthMVP, float4(Pos, 1.0));
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}
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18
data/hlsl/shadowmapping/quad.frag
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data/hlsl/shadowmapping/quad.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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float LinearizeDepth(float depth)
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{
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float n = 1.0; // camera z near
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float f = 128.0; // camera z far
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float z = depth;
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return (2.0 * n) / (f + n - z * (f - n));
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}
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float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
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{
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float depth = textureColor.Sample(samplerColor, inUV).r;
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return float4((1.0-LinearizeDepth(depth)).xxx, 1.0);
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}
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15
data/hlsl/shadowmapping/quad.vert
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data/hlsl/shadowmapping/quad.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, 0.0f, 1.0f);
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return output;
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}
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68
data/hlsl/shadowmapping/scene.frag
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data/hlsl/shadowmapping/scene.frag
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// Copyright 2020 Google LLC
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Texture2D shadowMapTexture : register(t1);
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SamplerState shadowMapSampler : 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 ViewVec : TEXCOORD1;
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[[vk::location(3)]] float3 LightVec : TEXCOORD2;
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[[vk::location(4)]] float4 ShadowCoord : TEXCOORD3;
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};
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[[vk::constant_id(0)]] const int enablePCF = 0;
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#define ambient 0.1
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float textureProj(float4 shadowCoord, float2 off)
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{
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float shadow = 1.0;
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if ( shadowCoord.z > -1.0 && shadowCoord.z < 1.0 )
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{
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float dist = shadowMapTexture.Sample( shadowMapSampler, shadowCoord.xy + off ).r;
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if ( shadowCoord.w > 0.0 && dist < shadowCoord.z )
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{
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shadow = ambient;
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}
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}
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return shadow;
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}
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float filterPCF(float4 sc)
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{
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int2 texDim;
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shadowMapTexture.GetDimensions(texDim.x, texDim.y);
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float scale = 1.5;
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float dx = scale * 1.0 / float(texDim.x);
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float dy = scale * 1.0 / float(texDim.y);
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float shadowFactor = 0.0;
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int count = 0;
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int range = 1;
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for (int x = -range; x <= range; x++)
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{
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for (int y = -range; y <= range; y++)
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{
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shadowFactor += textureProj(sc, float2(dx*x, dy*y));
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count++;
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}
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}
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return shadowFactor / count;
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}
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float4 main(VSOutput input) : SV_TARGET
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{
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float shadow = (enablePCF == 1) ? filterPCF(input.ShadowCoord / input.ShadowCoord.w) : textureProj(input.ShadowCoord / input.ShadowCoord.w, float2(0.0, 0.0));
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = normalize(-reflect(L, N));
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float3 diffuse = max(dot(N, L), ambient) * input.Color;
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return float4(diffuse * shadow, 1.0);
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}
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54
data/hlsl/shadowmapping/scene.vert
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data/hlsl/shadowmapping/scene.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)]] float2 UV : TEXCOORD0;
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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 view;
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float4x4 model;
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float4x4 lightSpace;
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float3 lightPos;
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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 ViewVec : TEXCOORD1;
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[[vk::location(3)]] float3 LightVec : TEXCOORD2;
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[[vk::location(4)]] float4 ShadowCoord : TEXCOORD3;
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};
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static const float4x4 biasMat = float4x4(
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0.5, 0.0, 0.0, 0.5,
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0.0, 0.5, 0.0, 0.5,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0 );
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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.Normal = input.Normal;
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
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float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
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output.Normal = mul((float3x3)ubo.model, input.Normal);
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output.LightVec = normalize(ubo.lightPos - input.Pos);
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output.ViewVec = -pos.xyz;
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output.ShadowCoord = mul(biasMat, mul(ubo.lightSpace, mul(ubo.model, float4(input.Pos, 1.0))));
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return output;
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}
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