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