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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22
data/hlsl/vulkanscene/logo.frag
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data/hlsl/vulkanscene/logo.frag
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// Copyright 2020 Google LLC
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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)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float3 Color : COLOR0;
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[[vk::location(3)]] float3 EyePos : POSITION0;
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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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float3 Eye = normalize(-input.EyePos);
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float3 Reflected = normalize(reflect(-input.LightVec, input.Normal));
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float4 diff = float4(input.Color, 1.0) * max(dot(input.Normal, input.LightVec), 0.0);
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float shininess = 0.0;
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float4 spec = float4(1.0, 1.0, 1.0, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 2.5) * shininess;
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return float4((diff + spec).rgb, 1);
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}
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data/hlsl/vulkanscene/logo.vert
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data/hlsl/vulkanscene/logo.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)]] float4 Pos : POSITION0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float2 TexCoord : TEXCOORD0;
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[[vk::location(3)]] float3 Color : COLOR0;
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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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float4x4 normal;
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float4x4 view;
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float3 lightpos;
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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)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float3 Color : COLOR0;
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[[vk::location(3)]] float3 EyePos : POSITION0;
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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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float4x4 modelView = mul(ubo.view, ubo.model);
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float4 pos = mul(modelView, input.Pos);
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output.UV = input.TexCoord.xy;
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output.Normal = normalize(mul((float3x3)ubo.normal, input.Normal));
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output.Color = input.Color;
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output.Pos = mul(ubo.projection, pos);
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output.EyePos = mul(modelView, pos).xyz;
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float4 lightPos = mul(modelView, float4(1.0, 2.0, 0.0, 1.0));
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output.LightVec = normalize(lightPos.xyz - output.EyePos);
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return output;
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}
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48
data/hlsl/vulkanscene/mesh.frag
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data/hlsl/vulkanscene/mesh.frag
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// Copyright 2020 Google LLC
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Texture2D tex : register(t1);
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SamplerState samp : 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)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float3 Color : COLOR0;
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[[vk::location(3)]] float3 EyePos : POSITION0;
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[[vk::location(4)]] float3 LightVec : TEXCOORD2;
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};
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float specpart(float3 L, float3 N, float3 H)
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{
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if (dot(N, L) > 0.0)
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{
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return pow(clamp(dot(H, N), 0.0, 1.0), 64.0);
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}
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return 0.0;
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}
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float4 main(VSOutput input) : SV_TARGET
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{
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float3 Eye = normalize(-input.EyePos);
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float3 Reflected = normalize(reflect(-input.LightVec, input.Normal));
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float3 halfVec = normalize(input.LightVec + input.EyePos);
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float diff = clamp(dot(input.LightVec, input.Normal), 0.0, 1.0);
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float spec = specpart(input.LightVec, input.Normal, halfVec);
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float intensity = 0.1 + diff + spec;
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float4 IAmbient = float4(0.2, 0.2, 0.2, 1.0);
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float4 IDiffuse = float4(0.5, 0.5, 0.5, 0.5) * max(dot(input.Normal, input.LightVec), 0.0);
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float shininess = 0.75;
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float4 ISpecular = float4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 2.0) * shininess;
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float4 outFragColor = float4((IAmbient + IDiffuse) * float4(input.Color, 1.0) + ISpecular);
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// Some manual saturation
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if (intensity > 0.95)
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outFragColor *= 2.25;
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if (intensity < 0.15)
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outFragColor = float4(0.1, 0.1, 0.1, 0.1);
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return outFragColor;
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}
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data/hlsl/vulkanscene/mesh.vert
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data/hlsl/vulkanscene/mesh.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)]] float4 Pos : POSITION0;
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[[vk::location(1)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float2 TexCoord : TEXCOORD0;
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[[vk::location(3)]] float3 Color : COLOR0;
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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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float4x4 normal;
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float4x4 view;
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float3 lightpos;
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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)]] float3 Normal : NORMAL0;
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[[vk::location(2)]] float3 Color : COLOR0;
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[[vk::location(3)]] float3 EyePos : POSITION0;
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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.TexCoord.xy;
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output.Normal = normalize(mul((float3x3)ubo.normal, input.Normal));
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output.Color = input.Color;
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float4x4 modelView = mul(ubo.view, ubo.model);
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float4 pos = mul(modelView, input.Pos);
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output.Pos = mul(ubo.projection, pos);
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output.EyePos = mul(modelView, pos).xyz;
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float4 lightPos = mul(modelView, float4(ubo.lightpos, 1.0));
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output.LightVec = normalize(lightPos.xyz - output.EyePos);
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return output;
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}
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9
data/hlsl/vulkanscene/skybox.frag
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data/hlsl/vulkanscene/skybox.frag
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// Copyright 2020 Google LLC
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TextureCube textureCubeMap : register(t1);
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SamplerState samplerCubeMap : register(s1);
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float4 main([[vk::location(0)]] float3 inUVW : TEXCOORD0) : SV_TARGET
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{
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return textureCubeMap.Sample(samplerCubeMap, inUVW);
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}
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data/hlsl/vulkanscene/skybox.vert
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data/hlsl/vulkanscene/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 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.Pos = mul(ubo.projection, mul(ubo.model, float4(Pos.xyz, 1.0)));
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return output;
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}
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