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

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// Copyright 2020 Google LLC
Texture2DArray textureArray : register(t1);
SamplerState samplerArray : register(s1);
float4 main([[vk::location(0)]] float3 inUV : TEXCOORD0) : SV_TARGET
{
return textureArray.Sample(samplerArray, inUV);
}

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
};
struct Instance
{
float4x4 model;
float4 arrayIndex;
};
struct UBO
{
float4x4 projection;
float4x4 view;
Instance instance[8];
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 UV : TEXCOORD0;
};
VSOutput main(VSInput input, uint InstanceIndex : SV_InstanceID)
{
VSOutput output = (VSOutput)0;
output.UV = float3(input.UV, ubo.instance[InstanceIndex].arrayIndex.x);
float4x4 modelView = mul(ubo.view, ubo.instance[InstanceIndex].model);
output.Pos = mul(ubo.projection, mul(modelView, float4(input.Pos, 1.0)));
return output;
}