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
struct UBO
{
float4x4 projection[2];
float4x4 modelview[2];
float4 lightPos;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
};
struct GSOutput
{
float4 Pos : SV_POSITION;
uint ViewportIndex : SV_ViewportArrayIndex;
uint PrimitiveID : SV_PrimitiveID;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 ViewVec : TEXCOOR1;
[[vk::location(3)]] float3 LightVec : TEXCOOR2;
};
[maxvertexcount(3)]
[instance(2)]
void main(triangle VSOutput input[3], inout TriangleStream<GSOutput> outStream, uint InvocationID : SV_GSInstanceID, uint PrimitiveID : SV_PrimitiveID)
{
for(int i = 0; i < 3; i++)
{
GSOutput output = (GSOutput)0;
output.Normal = mul((float3x3)ubo.modelview[InvocationID], input[i].Normal);
output.Color = input[i].Color;
float4 pos = input[i].Pos;
float4 worldPos = mul(ubo.modelview[InvocationID], pos);
float3 lPos = mul(ubo.modelview[InvocationID], ubo.lightPos).xyz;
output.LightVec = lPos - worldPos.xyz;
output.ViewVec = -worldPos.xyz;
output.Pos = mul(ubo.projection[InvocationID], worldPos);
// Set the viewport index that the vertex will be emitted to
output.ViewportIndex = InvocationID;
output.PrimitiveID = PrimitiveID;
outStream.Append( output );
}
outStream.RestartStrip();
}

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// Copyright 2020 Google LLC
struct GSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float3 ViewVec : TEXCOORD1;
[[vk::location(3)]] float3 LightVec : TEXCOORD2;
};
float4 main(GSOutput input) : SV_TARGET
{
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 ambient = float3(0.1, 0.1, 0.1);
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(0.75, 0.75, 0.75);
return float4((ambient + diffuse) * input.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;
[[vk::location(2)]] float3 Color : COLOR0;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.Color = input.Color;
output.Normal = input.Normal;
output.Pos = float4(input.Pos.xyz, 1.0);
return output;
}