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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126
data/hlsl/tessellation/pntriangles.tese
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126
data/hlsl/tessellation/pntriangles.tese
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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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struct UBO
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{
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float4x4 projection;
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float4x4 model;
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float tessAlpha;
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};
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cbuffer ubo : register(b1) { UBO ubo; }
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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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struct DSOutput
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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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#define uvw TessCoord
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PnPatch GetPnPatch(float pnPatch[10])
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{
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PnPatch output;
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output.b210 = pnPatch[0];
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output.b120 = pnPatch[1];
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output.b021 = pnPatch[2];
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output.b012 = pnPatch[3];
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output.b102 = pnPatch[4];
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output.b201 = pnPatch[5];
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output.b111 = pnPatch[6];
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output.n110 = pnPatch[7];
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output.n011 = pnPatch[8];
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output.n101 = pnPatch[9];
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return output;
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}
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[domain("tri")]
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DSOutput main(ConstantsHSOutput input, float3 TessCoord : SV_DomainLocation, const OutputPatch<HSOutput, 3> patch)
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{
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PnPatch pnPatch[3];
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pnPatch[0] = GetPnPatch(patch[0].pnPatch);
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pnPatch[1] = GetPnPatch(patch[1].pnPatch);
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pnPatch[2] = GetPnPatch(patch[2].pnPatch);
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DSOutput output = (DSOutput)0;
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float3 uvwSquared = uvw * uvw;
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float3 uvwCubed = uvwSquared * uvw;
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// extract control points
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float3 b210 = float3(pnPatch[0].b210, pnPatch[1].b210, pnPatch[2].b210);
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float3 b120 = float3(pnPatch[0].b120, pnPatch[1].b120, pnPatch[2].b120);
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float3 b021 = float3(pnPatch[0].b021, pnPatch[1].b021, pnPatch[2].b021);
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float3 b012 = float3(pnPatch[0].b012, pnPatch[1].b012, pnPatch[2].b012);
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float3 b102 = float3(pnPatch[0].b102, pnPatch[1].b102, pnPatch[2].b102);
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float3 b201 = float3(pnPatch[0].b201, pnPatch[1].b201, pnPatch[2].b201);
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float3 b111 = float3(pnPatch[0].b111, pnPatch[1].b111, pnPatch[2].b111);
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// extract control normals
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float3 n110 = normalize(float3(pnPatch[0].n110, pnPatch[1].n110, pnPatch[2].n110));
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float3 n011 = normalize(float3(pnPatch[0].n011, pnPatch[1].n011, pnPatch[2].n011));
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float3 n101 = normalize(float3(pnPatch[0].n101, pnPatch[1].n101, pnPatch[2].n101));
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// compute texcoords
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output.UV = TessCoord[2]*patch[0].UV + TessCoord[0]*patch[1].UV + TessCoord[1]*patch[2].UV;
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// normal
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// Barycentric normal
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float3 barNormal = TessCoord[2]*patch[0].Normal + TessCoord[0]*patch[1].Normal + TessCoord[1]*patch[2].Normal;
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float3 pnNormal = patch[0].Normal*uvwSquared[2] + patch[1].Normal*uvwSquared[0] + patch[2].Normal*uvwSquared[1]
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+ n110*uvw[2]*uvw[0] + n011*uvw[0]*uvw[1]+ n101*uvw[2]*uvw[1];
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output.Normal = ubo.tessAlpha*pnNormal + (1.0-ubo.tessAlpha) * barNormal;
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// compute interpolated pos
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float3 barPos = TessCoord[2]*patch[0].Pos.xyz
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+ TessCoord[0]*patch[1].Pos.xyz
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+ TessCoord[1]*patch[2].Pos.xyz;
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// save some computations
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uvwSquared *= 3.0;
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// compute PN position
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float3 pnPos = patch[0].Pos.xyz*uvwCubed[2]
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+ patch[1].Pos.xyz*uvwCubed[0]
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+ patch[2].Pos.xyz*uvwCubed[1]
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+ b210*uvwSquared[2]*uvw[0]
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+ b120*uvwSquared[0]*uvw[2]
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+ b201*uvwSquared[2]*uvw[1]
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+ b021*uvwSquared[0]*uvw[1]
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+ b102*uvwSquared[1]*uvw[2]
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+ b012*uvwSquared[1]*uvw[0]
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+ b111*6.0*uvw[0]*uvw[1]*uvw[2];
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// final position and normal
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float3 finalPos = (1.0-ubo.tessAlpha)*barPos + ubo.tessAlpha*pnPos;
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output.Pos = mul(ubo.projection, mul(ubo.model, float4(finalPos,1.0)));
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return output;
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}
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