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.
This commit is contained in:
Ben Clayton 2020-05-21 10:20:19 +00:00
parent 10a1ecaf7b
commit cce75f1859
287 changed files with 11263 additions and 0 deletions

View file

@ -0,0 +1,31 @@
// Copyright 2020 Google LLC
Texture2D textureColorMap : register(t1);
SamplerState samplerColorMap : register(s1);
struct VSOutput
{
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
};
float4 main(VSOutput input) : SV_TARGET
{
float4 color = textureColorMap.Sample(samplerColorMap, input.UV);
float distSqr = dot(input.LightVec, input.LightVec);
float3 lVec = input.LightVec * rsqrt(distSqr);
const float attInvRadius = 1.0/5000.0;
float atten = max(clamp(1.0 - attInvRadius * sqrt(distSqr), 0.0, 1.0), 0.0);
// Fake drop shadow
const float shadowInvRadius = 1.0/2500.0;
float dropshadow = max(clamp(1.0 - shadowInvRadius * sqrt(distSqr), 0.0, 1.0), 0.0);
float4 outFragColor = float4(color.rgba * (1.0 - dropshadow));
outFragColor.rgb *= atten;
return outFragColor;
}