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

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// Copyright 2020 Google LLC
Texture2DArray matCapTexture : register(t1);
SamplerState matCapSampler : register(s1);
struct VSOutput
{
[[vk::location(0)]] float3 Color : COLOR0;
[[vk::location(1)]] float3 EyePos : POSITION0;
[[vk::location(2)]] float3 Normal : NORMAL0;
[[vk::location(3)]] int TexIndex : TEXCOORD1;
};
float4 main(VSOutput input) : SV_TARGET
{
float3 r = reflect( input.EyePos, input.Normal );
float3 r2 = float3( r.x, r.y, r.z + 1.0 );
float m = 2.0 * length( r2 );
float2 vN = r.xy / m + .5;
return float4( matCapTexture.Sample( matCapSampler, float3(vN, input.TexIndex)).rgb * (clamp(input.Color.r * 2, 0.0, 1.0)), 1.0 );
}

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float4 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(3)]] float3 Color : COLOR0;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 normal;
float4x4 view;
int texIndex;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Color : COLOR0;
[[vk::location(1)]] float3 EyePos : POSITION0;
[[vk::location(2)]] float3 Normal : NORMAL0;
[[vk::location(3)]] int TexIndex : TEXCOORD1;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Color = input.Color;
float4x4 modelView = mul(ubo.view, ubo.model);
output.EyePos = normalize( mul(modelView, input.Pos ).xyz );
output.TexIndex = ubo.texIndex;
output.Normal = normalize( mul((float3x3)ubo.normal, input.Normal) );
float3 r = reflect( output.EyePos, output.Normal );
float m = 2.0 * sqrt( pow(r.x, 2.0) + pow(r.y, 2.0) + pow(r.z + 1.0, 2.0));
output.Pos = mul(ubo.projection, mul(modelView, input.Pos));
return output;
}