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
struct UBO
{
float4x4 projection;
float4x4 model;
float tessAlpha;
};
cbuffer ubo : register(b1) { UBO ubo; }
struct HSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
struct ConstantsHSOutput
{
float TessLevelOuter[3] : SV_TessFactor;
float TessLevelInner : SV_InsideTessFactor;
};
struct DSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
[domain("tri")]
DSOutput main(ConstantsHSOutput input, float3 TessCoord : SV_DomainLocation, const OutputPatch<HSOutput, 3> patch)
{
DSOutput output = (DSOutput)0;
output.Pos = (TessCoord.x * patch[0].Pos) +
(TessCoord.y * patch[1].Pos) +
(TessCoord.z * patch[2].Pos);
output.Pos = mul(ubo.projection, mul(ubo.model, output.Pos));
output.Normal = TessCoord.x*patch[0].Normal + TessCoord.y*patch[1].Normal + TessCoord.z*patch[2].Normal;
output.UV = TessCoord.x*patch[0].UV + TessCoord.y*patch[1].UV + TessCoord.z*patch[2].UV;
return output;
}