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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9
data/hlsl/texturearray/instancing.frag
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data/hlsl/texturearray/instancing.frag
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// Copyright 2020 Google LLC
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Texture2DArray textureArray : register(t1);
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SamplerState samplerArray : register(s1);
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float4 main([[vk::location(0)]] float3 inUV : TEXCOORD0) : SV_TARGET
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{
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return textureArray.Sample(samplerArray, inUV);
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}
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37
data/hlsl/texturearray/instancing.vert
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data/hlsl/texturearray/instancing.vert
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// Copyright 2020 Google LLC
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struct VSInput
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{
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[[vk::location(0)]] float3 Pos : POSITION0;
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[[vk::location(1)]] float2 UV : TEXCOORD0;
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};
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struct Instance
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{
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float4x4 model;
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float4 arrayIndex;
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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 view;
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Instance instance[8];
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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 UV : TEXCOORD0;
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};
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VSOutput main(VSInput input, uint InstanceIndex : SV_InstanceID)
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{
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VSOutput output = (VSOutput)0;
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output.UV = float3(input.UV, ubo.instance[InstanceIndex].arrayIndex.x);
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float4x4 modelView = mul(ubo.view, ubo.instance[InstanceIndex].model);
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output.Pos = mul(ubo.projection, mul(modelView, float4(input.Pos, 1.0)));
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return output;
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}
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