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/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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