Merge glTF scene rendering sample (#744)
* Started reworking the scene rendering to sample Use glTF instead of ASSIMP, per-material pipelines, material loading, etc. * Visibility toggle for scene nodes * Fixed lighting, updated GLSL and HLSL shaders * Renamed sample * Code-Cleanup, comments, validation fixes * Android build * Started on tutorial for glTF scene rendering sample * Minor code cleanup * Adding new chapters to the tutorial for glTF scene rendering sample * Added info on normal map shader bindings, spelling * Added drawing chapter * Getter for texture descriptors Makes code a easier to read * Renamed glTF scene sample * Add markdown files to projects * Updated readme, separate chapter for glTF samples * Comments * Removed unused screenshot
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data/shaders/hlsl/gltfloading/mesh.frag
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data/shaders/hlsl/gltfloading/mesh.frag
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// Copyright 2020 Google LLC
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Texture2D textureColorMap : register(t0, space1);
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SamplerState samplerColorMap : register(s0, space1);
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struct PushConsts {
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float4x4 model;
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};
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[[vk::push_constant]] PushConsts primitive;
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struct VSOutput
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{
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[[vk::location(0)]] float3 Normal : NORMAL0;
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[[vk::location(1)]] float3 Color : COLOR0;
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[[vk::location(2)]] float2 UV : TEXCOORD0;
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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 = textureColorMap.Sample(samplerColorMap, input.UV) * float4(input.Color, 1.0);
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(-L, N);
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float3 diffuse = max(dot(N, L), 0.0) * input.Color;
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float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75);
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return float4(diffuse * color.rgb + specular, 1.0);
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}
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