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 VSOutput
{
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 Color : COLOR0;
[[vk::location(3)]] float3 EyePos : POSITION0;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
float4 main(VSOutput input) : SV_TARGET
{
float3 Eye = normalize(-input.EyePos);
float3 Reflected = normalize(reflect(-input.LightVec, input.Normal));
float4 diff = float4(input.Color, 1.0) * max(dot(input.Normal, input.LightVec), 0.0);
float shininess = 0.0;
float4 spec = float4(1.0, 1.0, 1.0, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 2.5) * shininess;
return float4((diff + spec).rgb, 1);
}

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float4 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float2 TexCoord : TEXCOORD0;
[[vk::location(3)]] float3 Color : COLOR0;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 normal;
float4x4 view;
float3 lightpos;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 Color : COLOR0;
[[vk::location(3)]] float3 EyePos : POSITION0;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
float4x4 modelView = mul(ubo.view, ubo.model);
float4 pos = mul(modelView, input.Pos);
output.UV = input.TexCoord.xy;
output.Normal = normalize(mul((float3x3)ubo.normal, input.Normal));
output.Color = input.Color;
output.Pos = mul(ubo.projection, pos);
output.EyePos = mul(modelView, pos).xyz;
float4 lightPos = mul(modelView, float4(1.0, 2.0, 0.0, 1.0));
output.LightVec = normalize(lightPos.xyz - output.EyePos);
return output;
}

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// Copyright 2020 Google LLC
Texture2D tex : register(t1);
SamplerState samp : register(s1);
struct VSOutput
{
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 Color : COLOR0;
[[vk::location(3)]] float3 EyePos : POSITION0;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
float specpart(float3 L, float3 N, float3 H)
{
if (dot(N, L) > 0.0)
{
return pow(clamp(dot(H, N), 0.0, 1.0), 64.0);
}
return 0.0;
}
float4 main(VSOutput input) : SV_TARGET
{
float3 Eye = normalize(-input.EyePos);
float3 Reflected = normalize(reflect(-input.LightVec, input.Normal));
float3 halfVec = normalize(input.LightVec + input.EyePos);
float diff = clamp(dot(input.LightVec, input.Normal), 0.0, 1.0);
float spec = specpart(input.LightVec, input.Normal, halfVec);
float intensity = 0.1 + diff + spec;
float4 IAmbient = float4(0.2, 0.2, 0.2, 1.0);
float4 IDiffuse = float4(0.5, 0.5, 0.5, 0.5) * max(dot(input.Normal, input.LightVec), 0.0);
float shininess = 0.75;
float4 ISpecular = float4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 2.0) * shininess;
float4 outFragColor = float4((IAmbient + IDiffuse) * float4(input.Color, 1.0) + ISpecular);
// Some manual saturation
if (intensity > 0.95)
outFragColor *= 2.25;
if (intensity < 0.15)
outFragColor = float4(0.1, 0.1, 0.1, 0.1);
return outFragColor;
}

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float4 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float2 TexCoord : TEXCOORD0;
[[vk::location(3)]] float3 Color : COLOR0;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 normal;
float4x4 view;
float3 lightpos;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float3 Color : COLOR0;
[[vk::location(3)]] float3 EyePos : POSITION0;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
output.UV = input.TexCoord.xy;
output.Normal = normalize(mul((float3x3)ubo.normal, input.Normal));
output.Color = input.Color;
float4x4 modelView = mul(ubo.view, ubo.model);
float4 pos = mul(modelView, input.Pos);
output.Pos = mul(ubo.projection, pos);
output.EyePos = mul(modelView, pos).xyz;
float4 lightPos = mul(modelView, float4(ubo.lightpos, 1.0));
output.LightVec = normalize(lightPos.xyz - output.EyePos);
return output;
}

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// Copyright 2020 Google LLC
TextureCube textureCubeMap : register(t1);
SamplerState samplerCubeMap : register(s1);
float4 main([[vk::location(0)]] float3 inUVW : TEXCOORD0) : SV_TARGET
{
return textureCubeMap.Sample(samplerCubeMap, inUVW);
}

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// Copyright 2020 Google LLC
struct UBO
{
float4x4 projection;
float4x4 model;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 UVW : TEXCOORD0;
};
VSOutput main([[vk::location(0)]] float3 Pos : POSITION0)
{
VSOutput output = (VSOutput)0;
output.UVW = Pos;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(Pos.xyz, 1.0)));
return output;
}