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
TextureCube textureColor : register(t1);
SamplerState samplerColor : register(s1);
struct VSOutput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float LodBias : TEXCOORD3;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
float4 main(VSOutput input) : SV_TARGET
{
float3 cI = normalize (input.ViewVec);
float3 cR = reflect (cI, normalize(input.Normal));
cR.x *= -1;
float4 color = textureColor.SampleLevel(samplerColor, cR, input.LodBias);
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 ambient = float3(0.5, 0.5, 0.5) * color.rgb;
float3 diffuse = max(dot(N, L), 0.0) * float3(1.0, 1.0, 1.0);
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.5, 0.5, 0.5);
return float4(ambient + diffuse * color.rgb + specular, 1.0);
}

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
};
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
float3 camPos;
float lodBias;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 WorldPos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float LodBias : TEXCOORD3;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
output.WorldPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz;
output.Normal = -mul((float3x3)ubo.model, input.Normal);
output.LodBias = ubo.lodBias;
float3 lightPos = float3(0.0f, -5.0f, 5.0f);
output.LightVec = lightPos.xyz - output.WorldPos.xyz;
output.ViewVec = output.WorldPos - ubo.camPos;
return output;
}

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// Copyright 2020 Google LLC
TextureCube textureCubeMap : register(t1);
SamplerState samplerCubeMap : register(s1);
float4 main([[vk::location(0)]] float3 inUVW : TEXCOORD0) : SV_TARGET
{
return textureCubeMap.Sample(samplerCubeMap, inUVW);
}

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// Copyright 2020 Google LLC
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 UVW : TEXCOORD0;
};
VSOutput main([[vk::location(0)]] float3 Pos : POSITION0)
{
VSOutput output = (VSOutput)0;
output.UVW = Pos;
output.UVW.x *= -1.0;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(Pos.xyz, 1.0))));
return output;
}