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