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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141
data/hlsl/terraintessellation/terrain.tesc
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141
data/hlsl/terraintessellation/terrain.tesc
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// Copyright 2020 Google LLC
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struct UBO
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{
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float4x4 projection;
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float4x4 modelview;
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float4 lightPos;
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float4 frustumPlanes[6];
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float displacementFactor;
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float tessellationFactor;
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float2 viewportDim;
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float tessellatedEdgeSize;
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};
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cbuffer ubo : register(b0) { UBO ubo; };
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Texture2D textureHeight : register(t1);
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SamplerState samplerHeight : register(s1);
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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 Normal : NORMAL0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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};
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struct HSOutput
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{
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[[vk::location(2)]] float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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};
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struct ConstantsHSOutput
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{
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float TessLevelOuter[4] : SV_TessFactor;
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float TessLevelInner[2] : SV_InsideTessFactor;
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};
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// Calculate the tessellation factor based on screen space
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// dimensions of the edge
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float screenSpaceTessFactor(float4 p0, float4 p1)
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{
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// Calculate edge mid point
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float4 midPoint = 0.5 * (p0 + p1);
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// Sphere radius as distance between the control points
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float radius = distance(p0, p1) / 2.0;
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// View space
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float4 v0 = mul(ubo.modelview, midPoint);
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// Project into clip space
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float4 clip0 = mul(ubo.projection, (v0 - float4(radius, float3(0.0, 0.0, 0.0))));
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float4 clip1 = mul(ubo.projection, (v0 + float4(radius, float3(0.0, 0.0, 0.0))));
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// Get normalized device coordinates
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clip0 /= clip0.w;
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clip1 /= clip1.w;
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// Convert to viewport coordinates
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clip0.xy *= ubo.viewportDim;
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clip1.xy *= ubo.viewportDim;
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// Return the tessellation factor based on the screen size
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// given by the distance of the two edge control points in screen space
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// and a reference (min.) tessellation size for the edge set by the application
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return clamp(distance(clip0, clip1) / ubo.tessellatedEdgeSize * ubo.tessellationFactor, 1.0, 64.0);
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}
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// Checks the current's patch visibility against the frustum using a sphere check
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// Sphere radius is given by the patch size
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bool frustumCheck(float4 Pos, float2 inUV)
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{
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// Fixed radius (increase if patch size is increased in example)
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const float radius = 8.0f;
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float4 pos = Pos;
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pos.y -= textureHeight.SampleLevel(samplerHeight, inUV, 0.0).r * ubo.displacementFactor;
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// Check sphere against frustum planes
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for (int i = 0; i < 6; i++) {
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if (dot(pos, ubo.frustumPlanes[i]) + radius < 0.0)
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{
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return false;
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}
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}
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return true;
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}
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ConstantsHSOutput ConstantsHS(InputPatch<VSOutput, 4> patch)
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{
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ConstantsHSOutput output = (ConstantsHSOutput)0;
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if (!frustumCheck(patch[0].Pos, patch[0].UV))
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{
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output.TessLevelInner[0] = 0.0;
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output.TessLevelInner[1] = 0.0;
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output.TessLevelOuter[0] = 0.0;
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output.TessLevelOuter[1] = 0.0;
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output.TessLevelOuter[2] = 0.0;
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output.TessLevelOuter[3] = 0.0;
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}
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else
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{
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if (ubo.tessellationFactor > 0.0)
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{
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output.TessLevelOuter[0] = screenSpaceTessFactor(patch[3].Pos, patch[0].Pos);
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output.TessLevelOuter[1] = screenSpaceTessFactor(patch[0].Pos, patch[1].Pos);
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output.TessLevelOuter[2] = screenSpaceTessFactor(patch[1].Pos, patch[2].Pos);
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output.TessLevelOuter[3] = screenSpaceTessFactor(patch[2].Pos, patch[3].Pos);
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output.TessLevelInner[0] = lerp(output.TessLevelOuter[0], output.TessLevelOuter[3], 0.5);
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output.TessLevelInner[1] = lerp(output.TessLevelOuter[2], output.TessLevelOuter[1], 0.5);
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}
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else
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{
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// Tessellation factor can be set to zero by example
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// to demonstrate a simple passthrough
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output.TessLevelInner[0] = 1.0;
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output.TessLevelInner[1] = 1.0;
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output.TessLevelOuter[0] = 1.0;
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output.TessLevelOuter[1] = 1.0;
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output.TessLevelOuter[2] = 1.0;
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output.TessLevelOuter[3] = 1.0;
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}
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}
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return output;
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}
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[domain("quad")]
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[partitioning("integer")]
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[outputtopology("triangle_cw")]
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[outputcontrolpoints(4)]
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[patchconstantfunc("ConstantsHS")]
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[maxtessfactor(20.0f)]
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HSOutput main(InputPatch<VSOutput, 4> patch, uint InvocationID : SV_OutputControlPointID)
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{
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HSOutput output = (HSOutput)0;
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output.Pos = patch[InvocationID].Pos;
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output.Normal = patch[InvocationID].Normal;
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output.UV = patch[InvocationID].UV;
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return output;
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}
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