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/texturesparseresidency/sparseresidency.frag
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data/hlsl/texturesparseresidency/sparseresidency.frag
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// Copyright 2020 Google LLC
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Texture2D 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)]] float2 UV : TEXCOORD0;
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[[vk::location(1)]] float LodBias : TEXCOORD3;
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[[vk::location(2)]] float3 Normal : NORMAL0;
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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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float4 color = float4(0.0, 0.0, 0.0, 0.0);
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// Fetch sparse until we get a valid texel
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uint status;
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float minLod = input.LodBias;
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do
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{
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color = textureColor.SampleLevel(samplerColor, input.UV, minLod, 0, status);
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minLod += 1.0f;
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} while(!CheckAccessFullyMapped(status));
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float3 N = normalize(input.Normal);
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N = normalize((input.Normal - 0.5) * 2.0);
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float3 L = normalize(input.LightVec);
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float3 R = reflect(-L, N);
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float3 diffuse = max(dot(N, L), 0.25) * color.rgb;
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return float4(diffuse, 1.0);
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}
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45
data/hlsl/texturesparseresidency/sparseresidency.vert
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data/hlsl/texturesparseresidency/sparseresidency.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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[[vk::location(2)]] float2 UV : TEXCOORD0;
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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 model;
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float4 viewPos;
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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)]] float2 UV : TEXCOORD0;
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[[vk::location(1)]] float LodBias : TEXCOORD3;
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[[vk::location(2)]] float3 Normal : NORMAL0;
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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.UV = input.UV;
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output.LodBias = ubo.lodBias;
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output.Normal = input.Normal;
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float3 worldPos = mul(ubo.model, float4(input.Pos, 1.0)).xyz;
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output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
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float3 lightPos = float3(0.0, 50.0f, 0.0f);
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output.LightVec = lightPos - input.Pos.xyz;
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output.ViewVec = ubo.viewPos.xyz - worldPos.xyz;
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return output;
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}
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