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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31
data/hlsl/texturecubemap/reflect.frag
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data/hlsl/texturecubemap/reflect.frag
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// Copyright 2020 Google LLC
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TextureCube textureColor : register(t1);
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SamplerState samplerColor : register(s1);
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struct VSOutput
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{
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[[vk::location(0)]] float3 Pos : POSITION0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float LodBias : TEXCOORD3;
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[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(4)]] float3 LightVec : TEXCOORD2;
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};
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float4 main(VSOutput input) : SV_TARGET
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{
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float3 cI = normalize (input.ViewVec);
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float3 cR = reflect (cI, normalize(input.Normal));
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cR.x *= -1;
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float4 color = textureColor.SampleLevel(samplerColor, cR, input.LodBias);
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(-L, N);
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float3 ambient = float3(0.5, 0.5, 0.5) * color.rgb;
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float3 diffuse = max(dot(N, L), 0.0) * float3(1.0, 1.0, 1.0);
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float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.5, 0.5, 0.5);
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return float4(ambient + diffuse * color.rgb + specular, 1.0);
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}
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43
data/hlsl/texturecubemap/reflect.vert
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data/hlsl/texturecubemap/reflect.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)]] float3 Normal : NORMAL0;
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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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float4x4 model;
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float3 camPos;
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float lodBias;
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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 WorldPos : POSITION0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float LodBias : TEXCOORD3;
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[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
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[[vk::location(4)]] float3 LightVec : TEXCOORD2;
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};
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VSOutput main(VSInput input)
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{
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VSOutput output = (VSOutput)0;
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
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output.WorldPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz;
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output.Normal = -mul((float3x3)ubo.model, input.Normal);
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output.LodBias = ubo.lodBias;
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float3 lightPos = float3(0.0f, -5.0f, 5.0f);
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output.LightVec = lightPos.xyz - output.WorldPos.xyz;
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output.ViewVec = output.WorldPos - ubo.camPos;
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return output;
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}
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9
data/hlsl/texturecubemap/skybox.frag
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data/hlsl/texturecubemap/skybox.frag
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// Copyright 2020 Google LLC
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TextureCube textureCubeMap : register(t1);
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SamplerState samplerCubeMap : register(s1);
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float4 main([[vk::location(0)]] float3 inUVW : TEXCOORD0) : SV_TARGET
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{
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return textureCubeMap.Sample(samplerCubeMap, inUVW);
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}
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25
data/hlsl/texturecubemap/skybox.vert
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data/hlsl/texturecubemap/skybox.vert
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// Copyright 2020 Google LLC
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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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float4x4 model;
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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 UVW : TEXCOORD0;
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};
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VSOutput main([[vk::location(0)]] float3 Pos : POSITION0)
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{
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VSOutput output = (VSOutput)0;
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output.UVW = Pos;
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output.UVW.x *= -1.0;
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(Pos.xyz, 1.0))));
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return output;
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}
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