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:
parent
10a1ecaf7b
commit
cce75f1859
287 changed files with 11263 additions and 0 deletions
20
data/hlsl/tessellation/base.frag
Normal file
20
data/hlsl/tessellation/base.frag
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
// Copyright 2020 Google LLC
|
||||
|
||||
Texture2D textureColorMap : register(t2);
|
||||
SamplerState samplerColorMap : register(s2);
|
||||
|
||||
struct DSOutput
|
||||
{
|
||||
[[vk::location(0)]] float3 Normal : NORMAL0;
|
||||
[[vk::location(1)]] float2 UV : TEXCOORD0;
|
||||
};
|
||||
|
||||
float4 main(DSOutput input) : SV_TARGET
|
||||
{
|
||||
float3 N = normalize(input.Normal);
|
||||
float3 L = normalize(float3(0.0, -4.0, 4.0));
|
||||
|
||||
float4 color = textureColorMap.Sample(samplerColorMap, input.UV);
|
||||
|
||||
return float4(clamp(max(dot(N,L), 0.0), 0.2, 1.0) * color.rgb * 1.5, 1);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue