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/quad.frag
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18
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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