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/shadowmappingcascade/depthpass.frag
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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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