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/subpasses/composition.frag
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data/hlsl/subpasses/composition.frag
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// Copyright 2020 Google LLC
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[[vk::input_attachment_index(0)]][[vk::binding(0)]] SubpassInput samplerposition;
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[[vk::input_attachment_index(1)]][[vk::binding(1)]] SubpassInput samplerNormal;
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[[vk::input_attachment_index(2)]][[vk::binding(2)]] SubpassInput samplerAlbedo;
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#define MAX_NUM_LIGHTS 64
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[[vk::constant_id(0)]] const int NUM_LIGHTS = 64;
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struct Light {
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float4 position;
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float3 color;
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float radius;
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};
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struct UBO
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{
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float4 viewPos;
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Light lights[MAX_NUM_LIGHTS];
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};
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cbuffer ubo : register(b3) { UBO ubo; }
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float4 main([[vk::location(0)]] float2 inUV : TEXCOORD) : SV_TARGET
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{
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// Read G-Buffer values from previous sub pass
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float3 fragPos = samplerposition.SubpassLoad().rgb;
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float3 normal = samplerNormal.SubpassLoad().rgb;
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float4 albedo = samplerAlbedo.SubpassLoad();
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#define ambient 0.15
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// Ambient part
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float3 fragcolor = albedo.rgb * ambient;
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for(int i = 0; i < NUM_LIGHTS; ++i)
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{
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// Vector to light
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float3 L = ubo.lights[i].position.xyz - fragPos;
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// Distance from light to fragment position
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float dist = length(L);
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// Viewer to fragment
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float3 V = ubo.viewPos.xyz - fragPos;
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V = normalize(V);
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// Light to fragment
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L = normalize(L);
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// Attenuation
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float atten = ubo.lights[i].radius / (pow(dist, 2.0) + 1.0);
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// Diffuse part
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float3 N = normalize(normal);
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float NdotL = max(0.0, dot(N, L));
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float3 diff = ubo.lights[i].color * albedo.rgb * NdotL * atten;
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// Specular part
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// Specular map values are stored in alpha of albedo mrt
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float3 R = reflect(-L, N);
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float NdotR = max(0.0, dot(R, V));
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//float3 spec = ubo.lights[i].color * albedo.a * pow(NdotR, 32.0) * atten;
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fragcolor += diff;// + spec;
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}
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return float4(fragcolor, 1.0);
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}
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