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/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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