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