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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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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