Added slang shaders for debug utils sample
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55
shaders/slang/debugutils/postprocess.slang
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55
shaders/slang/debugutils/postprocess.slang
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/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float2 UV;
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};
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[[vk::binding(1, 0)]] Sampler2D samplerColor;
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[shader("vertex")]
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VSOutput vertexMain(uint VertexIndex: SV_VertexID)
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{
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VSOutput output;
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output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
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output.Pos = float4(output.UV * float2(2.0f, 2.0f) + float2(-1.0f, -1.0f), 0.0f, 1.0f);
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return output;
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}
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[shader("fragment")]
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float4 fragmentMain(VSOutput input)
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{
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// Single pass gauss blur
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const float2 texOffset = float2(0.01, 0.01);
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float2 tc0 = input.UV + float2(-texOffset.x, -texOffset.y);
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float2 tc1 = input.UV + float2( 0.0, -texOffset.y);
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float2 tc2 = input.UV + float2(+texOffset.x, -texOffset.y);
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float2 tc3 = input.UV + float2(-texOffset.x, 0.0);
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float2 tc4 = input.UV + float2( 0.0, 0.0);
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float2 tc5 = input.UV + float2(+texOffset.x, 0.0);
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float2 tc6 = input.UV + float2(-texOffset.x, +texOffset.y);
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float2 tc7 = input.UV + float2( 0.0, +texOffset.y);
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float2 tc8 = input.UV + float2(+texOffset.x, +texOffset.y);
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float4 col0 = samplerColor.Sample(tc0);
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float4 col1 = samplerColor.Sample(tc1);
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float4 col2 = samplerColor.Sample(tc2);
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float4 col3 = samplerColor.Sample(tc3);
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float4 col4 = samplerColor.Sample(tc4);
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float4 col5 = samplerColor.Sample(tc5);
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float4 col6 = samplerColor.Sample(tc6);
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float4 col7 = samplerColor.Sample(tc7);
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float4 col8 = samplerColor.Sample(tc8);
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float4 sum = (1.0 * col0 + 2.0 * col1 + 1.0 * col2 +
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2.0 * col3 + 4.0 * col4 + 2.0 * col5 +
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1.0 * col6 + 2.0 * col7 + 1.0 * col8) / 16.0;
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return float4(sum.rgb, 1.0);
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}
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