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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16
data/hlsl/shadowmappingcascade/debugshadowmap.frag
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16
data/hlsl/shadowmappingcascade/debugshadowmap.frag
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// Copyright 2020 Google LLC
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Texture2DArray 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)]] float2 UV : TEXCOORD0;
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[[vk::location(1)]] uint CascadeIndex : TEXCOORD1;
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};
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float4 main(VSOutput input) : SV_TARGET
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{
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float depth = shadowMapTexture.Sample(shadowMapSampler, float3(input.UV, float(input.CascadeIndex))).r;
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return float4(depth.xxx, 1.0);
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}
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23
data/hlsl/shadowmappingcascade/debugshadowmap.vert
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23
data/hlsl/shadowmappingcascade/debugshadowmap.vert
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// Copyright 2020 Google LLC
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struct PushConsts {
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float4 position;
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uint cascadeIndex;
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};
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[[vk::push_constant]] PushConsts pushConsts;
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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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[[vk::location(1)]] uint CascadeIndex : TEXCOORD1;
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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.CascadeIndex = pushConsts.cascadeIndex;
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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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12
data/hlsl/shadowmappingcascade/depthpass.frag
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12
data/hlsl/shadowmappingcascade/depthpass.frag
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// Copyright 2020 Google LLC
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Texture2D colorMapTexture : register(t0, space1);
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SamplerState colorMapSampler : register(s0, space1);
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void main([[vk::location(0)]] float2 inUV : TEXCOORD0)
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{
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float alpha = colorMapTexture.Sample(colorMapSampler, inUV).a;
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if (alpha < 0.5) {
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clip(-1);
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}
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}
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36
data/hlsl/shadowmappingcascade/depthpass.vert
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36
data/hlsl/shadowmappingcascade/depthpass.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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};
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// todo: pass via specialization constant
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#define SHADOW_MAP_CASCADE_COUNT 4
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struct PushConsts {
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float4 position;
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uint cascadeIndex;
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};
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[[vk::push_constant]] PushConsts pushConsts;
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struct UBO {
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float4x4 cascadeViewProjMat[SHADOW_MAP_CASCADE_COUNT];
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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)]] 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.UV = input.UV;
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float3 pos = input.Pos + pushConsts.position.xyz;
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output.Pos = mul(ubo.cascadeViewProjMat[pushConsts.cascadeIndex], float4(pos, 1.0));
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return output;
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}
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131
data/hlsl/shadowmappingcascade/scene.frag
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131
data/hlsl/shadowmappingcascade/scene.frag
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// Copyright 2020 Google LLC
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#define SHADOW_MAP_CASCADE_COUNT 4
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Texture2DArray shadowMapTexture : register(t1);
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SamplerState shadowMapSampler : register(s1);
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Texture2D colorMapTexture : register(t0, space1);
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SamplerState colorMapSampler : register(s0, space1);
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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 ViewPos : POSITION1;
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[[vk::location(3)]] float3 Pos : POSITION0;
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[[vk::location(4)]] float2 UV : TEXCOORD0;
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};
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[[vk::constant_id(0)]] const int enablePCF = 0;
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#define ambient 0.3
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struct UBO {
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float4 cascadeSplits;
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float4x4 cascadeViewProjMat[SHADOW_MAP_CASCADE_COUNT];
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float4x4 inverseViewMat;
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float3 lightDir;
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float _pad;
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int colorCascades;
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};
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cbuffer ubo : register(b2) { UBO ubo; };
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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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);
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float textureProj(float4 shadowCoord, float2 offset, uint cascadeIndex)
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{
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float shadow = 1.0;
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float bias = 0.005;
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if ( shadowCoord.z > -1.0 && shadowCoord.z < 1.0 ) {
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float dist = shadowMapTexture.Sample(shadowMapSampler, float3(shadowCoord.xy + offset, cascadeIndex)).r;
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if (shadowCoord.w > 0 && dist < shadowCoord.z - bias) {
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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, uint cascadeIndex)
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{
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int3 texDim;
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shadowMapTexture.GetDimensions(texDim.x, texDim.y, texDim.z);
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float scale = 0.75;
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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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for (int y = -range; y <= range; y++) {
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shadowFactor += textureProj(sc, float2(dx*x, dy*y), cascadeIndex);
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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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float4 outFragColor;
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float4 color = colorMapTexture.Sample(colorMapSampler, input.UV);
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if (color.a < 0.5) {
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clip(-1);
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}
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// Get cascade index for the current fragment's view position
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uint cascadeIndex = 0;
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for(uint i = 0; i < SHADOW_MAP_CASCADE_COUNT - 1; ++i) {
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if(input.ViewPos.z < ubo.cascadeSplits[i]) {
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cascadeIndex = i + 1;
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}
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}
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// Depth compare for shadowing
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float4 shadowCoord = mul(biasMat, mul(ubo.cascadeViewProjMat[cascadeIndex], float4(input.Pos, 1.0)));
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float shadow = 0;
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if (enablePCF == 1) {
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shadow = filterPCF(shadowCoord / shadowCoord.w, cascadeIndex);
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} else {
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shadow = textureProj(shadowCoord / shadowCoord.w, float2(0.0, 0.0), cascadeIndex);
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}
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// Directional light
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float3 N = normalize(input.Normal);
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float3 L = normalize(-ubo.lightDir);
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float3 H = normalize(L + input.ViewPos);
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float diffuse = max(dot(N, L), ambient);
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float3 lightColor = float3(1.0, 1.0, 1.0);
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outFragColor.rgb = max(lightColor * (diffuse * color.rgb), float3(0.0, 0.0, 0.0));
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outFragColor.rgb *= shadow;
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outFragColor.a = color.a;
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// Color cascades (if enabled)
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if (ubo.colorCascades == 1) {
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switch(cascadeIndex) {
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case 0 :
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outFragColor.rgb *= float3(1.0f, 0.25f, 0.25f);
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break;
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case 1 :
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outFragColor.rgb *= float3(0.25f, 1.0f, 0.25f);
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break;
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case 2 :
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outFragColor.rgb *= float3(0.25f, 0.25f, 1.0f);
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break;
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case 3 :
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outFragColor.rgb *= float3(1.0f, 1.0f, 0.25f);
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break;
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}
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}
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return outFragColor;
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}
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47
data/hlsl/shadowmappingcascade/scene.vert
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data/hlsl/shadowmappingcascade/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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float4x4 projection;
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float4x4 view;
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float4x4 model;
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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 ViewPos : POSITION1;
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[[vk::location(3)]] float3 WorldPos : POSITION0;
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[[vk::location(4)]] float2 UV : TEXCOORD0;
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};
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struct PushConsts {
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float4 position;
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uint cascadeIndex;
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};
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[[vk::push_constant]] PushConsts pushConsts;
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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.UV = input.UV;
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float3 pos = input.Pos + pushConsts.position.xyz;
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output.WorldPos = pos;
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output.ViewPos = mul(ubo.view, float4(pos.xyz, 1.0)).xyz;
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(pos.xyz, 1.0))));
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return output;
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}
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