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/tessellation/pntriangles.tesc
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128
data/hlsl/tessellation/pntriangles.tesc
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// Copyright 2020 Google LLC
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// PN patch data
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struct PnPatch
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{
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float b210;
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float b120;
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float b021;
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float b012;
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float b102;
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float b201;
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float b111;
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float n110;
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float n011;
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float n101;
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};
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// tessellation levels
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struct UBO
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{
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float tessLevel;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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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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float4 Pos : SV_POSITION;
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(3)]] float2 UV : TEXCOORD0;
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[[vk::location(6)]] float pnPatch[10] : TEXCOORD6;
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};
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struct ConstantsHSOutput
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{
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float TessLevelOuter[3] : SV_TessFactor;
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float TessLevelInner : SV_InsideTessFactor;
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};
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void SetPnPatch(out float output[10], PnPatch patch)
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{
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output[0] = patch.b210;
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output[1] = patch.b120;
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output[2] = patch.b021;
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output[3] = patch.b012;
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output[4] = patch.b102;
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output[5] = patch.b201;
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output[6] = patch.b111;
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output[7] = patch.n110;
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output[8] = patch.n011;
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output[9] = patch.n101;
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}
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float wij(float4 iPos, float3 iNormal, float4 jPos)
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{
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return dot(jPos.xyz - iPos.xyz, iNormal);
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}
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float vij(float4 iPos, float3 iNormal, float4 jPos, float3 jNormal)
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{
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float3 Pj_minus_Pi = jPos.xyz
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- iPos.xyz;
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float3 Ni_plus_Nj = iNormal+jNormal;
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return 2.0*dot(Pj_minus_Pi, Ni_plus_Nj)/dot(Pj_minus_Pi, Pj_minus_Pi);
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}
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ConstantsHSOutput ConstantsHS(InputPatch<VSOutput, 3> patch, uint InvocationID : SV_PrimitiveID)
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{
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ConstantsHSOutput output = (ConstantsHSOutput)0;
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output.TessLevelOuter[0] = ubo.tessLevel;
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output.TessLevelOuter[1] = ubo.tessLevel;
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output.TessLevelOuter[2] = ubo.tessLevel;
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output.TessLevelInner = ubo.tessLevel;
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return output;
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}
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[domain("tri")]
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[partitioning("fractional_odd")]
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[outputtopology("triangle_ccw")]
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[outputcontrolpoints(3)]
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[patchconstantfunc("ConstantsHS")]
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[maxtessfactor(20.0f)]
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HSOutput main(InputPatch<VSOutput, 3> patch, uint InvocationID : SV_OutputControlPointID)
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{
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HSOutput output = (HSOutput)0;
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// get data
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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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// set base
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float P0 = patch[0].Pos[InvocationID];
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float P1 = patch[1].Pos[InvocationID];
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float P2 = patch[2].Pos[InvocationID];
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float N0 = patch[0].Normal[InvocationID];
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float N1 = patch[1].Normal[InvocationID];
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float N2 = patch[2].Normal[InvocationID];
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// compute control points
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PnPatch pnPatch;
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pnPatch.b210 = (2.0*P0 + P1 - wij(patch[0].Pos, patch[0].Normal, patch[1].Pos)*N0)/3.0;
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pnPatch.b120 = (2.0*P1 + P0 - wij(patch[1].Pos, patch[1].Normal, patch[0].Pos)*N1)/3.0;
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pnPatch.b021 = (2.0*P1 + P2 - wij(patch[1].Pos, patch[1].Normal, patch[2].Pos)*N1)/3.0;
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pnPatch.b012 = (2.0*P2 + P1 - wij(patch[2].Pos, patch[2].Normal, patch[1].Pos)*N2)/3.0;
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pnPatch.b102 = (2.0*P2 + P0 - wij(patch[2].Pos, patch[2].Normal, patch[0].Pos)*N2)/3.0;
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pnPatch.b201 = (2.0*P0 + P2 - wij(patch[0].Pos, patch[0].Normal, patch[2].Pos)*N0)/3.0;
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float E = ( pnPatch.b210
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+ pnPatch.b120
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+ pnPatch.b021
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+ pnPatch.b012
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+ pnPatch.b102
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+ pnPatch.b201 ) / 6.0;
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float V = (P0 + P1 + P2)/3.0;
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pnPatch.b111 = E + (E - V)*0.5;
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pnPatch.n110 = N0+N1-vij(patch[0].Pos, patch[0].Normal, patch[1].Pos, patch[1].Normal)*(P1-P0);
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pnPatch.n011 = N1+N2-vij(patch[1].Pos, patch[1].Normal, patch[2].Pos, patch[2].Normal)*(P2-P1);
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pnPatch.n101 = N2+N0-vij(patch[2].Pos, patch[2].Normal, patch[0].Pos, patch[0].Normal)*(P0-P2);
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SetPnPatch(output.pnPatch, pnPatch);
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return output;
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}
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