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

View file

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// Copyright 2020 Google LLC
[[vk::input_attachment_index(0)]][[vk::binding(1)]] SubpassInput samplerPositionDepth;
Texture2D textureTexture : register(t2);
SamplerState samplerTexture : register(s2);
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Color : COLOR0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
[[vk::constant_id(0)]] const float NEAR_PLANE = 0.1f;
[[vk::constant_id(1)]] const float FAR_PLANE = 256.0f;
float linearDepth(float depth)
{
float z = depth * 2.0f - 1.0f;
return (2.0f * NEAR_PLANE * FAR_PLANE) / (FAR_PLANE + NEAR_PLANE - z * (FAR_PLANE - NEAR_PLANE));
}
float4 main (VSOutput input) : SV_TARGET
{
// Sample depth from deferred depth buffer and discard if obscured
float depth = samplerPositionDepth.SubpassLoad().a;
if ((depth != 0.0) && (linearDepth(input.Pos.z) > depth))
{
clip(-1);
};
return textureTexture.Sample(samplerTexture, input.UV);
}