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