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
Texture2D textureColor : register(t1);
SamplerState samplerColor : register(s1);
struct VSOutput
{
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float LodBias : TEXCOORD3;
[[vk::location(2)]] float3 Normal : NORMAL0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
float4 main(VSOutput input) : SV_TARGET
{
float4 color = float4(0.0, 0.0, 0.0, 0.0);
// Fetch sparse until we get a valid texel
uint status;
float minLod = input.LodBias;
do
{
color = textureColor.SampleLevel(samplerColor, input.UV, minLod, 0, status);
minLod += 1.0f;
} while(!CheckAccessFullyMapped(status));
float3 N = normalize(input.Normal);
N = normalize((input.Normal - 0.5) * 2.0);
float3 L = normalize(input.LightVec);
float3 R = reflect(-L, N);
float3 diffuse = max(dot(N, L), 0.25) * color.rgb;
return float4(diffuse, 1.0);
}

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4 viewPos;
float lodBias;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float LodBias : TEXCOORD3;
[[vk::location(2)]] float3 Normal : NORMAL0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.UV = input.UV;
output.LodBias = ubo.lodBias;
output.Normal = input.Normal;
float3 worldPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
float3 lightPos = float3(0.0, 50.0f, 0.0f);
output.LightVec = lightPos - input.Pos.xyz;
output.ViewVec = ubo.viewPos.xyz - worldPos.xyz;
return output;
}