Add slang shaders for additional samples
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4df49dba71
commit
0a6c03b58c
5 changed files with 235 additions and 6 deletions
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@ -7,6 +7,11 @@ from shutil import move
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def checkRenameFiles(samplename):
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mappings = {}
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match samplename:
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case "geometryshader":
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mappings = {
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"normaldebug.vert.spv": "base.vert.spv",
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"normaldebug.frag.spv": "base.frag.spv",
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}
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case "raytracingbasic":
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mappings = {
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"raytracingbasic.rchit.spv": "closesthit.rchit.spv",
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@ -18,6 +23,10 @@ def checkRenameFiles(samplename):
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"raytracingreflections.rchit.spv": "closesthit.rchit.spv",
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"raytracingreflections.rmiss.spv": "miss.rmiss.spv",
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"raytracingreflections.rgen.spv": "raygen.rgen.spv",
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}
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}
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case "viewportarray":
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mappings = {
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"scene.geom.spv": "multiview.geom.spv",
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}
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for x, y in mappings.items():
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move(samplename + "\\" + x, samplename + "\\" + y)
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@ -46,13 +46,15 @@ def getShaderStages(filename):
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if '[shader("closesthit")]' in filecontent:
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stages.append("closesthit")
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if '[shader("callable")]' in filecontent:
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stages.append("callable")
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stages.append("callable")
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if '[shader("compute")]' in filecontent:
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stages.append("compute")
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stages.append("compute")
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if '[shader("amplification")]' in filecontent:
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stages.append("amplification")
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stages.append("amplification")
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if '[shader("mesh")]' in filecontent:
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stages.append("mesh")
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stages.append("mesh")
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if '[shader("geometry")]' in filecontent:
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stages.append("geometry")
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f.close()
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return stages
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@ -64,7 +66,7 @@ compile_single_sample = ""
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if args.sample != None:
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compile_single_sample = args.sample
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if (not os.path.isdir(compile_single_sample)):
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print("ERROR: No directory found with name %s" % compile_single_sample)
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print("ERROR: No directory found with name %s" % compile_single_sample)
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exit(-1)
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dir_path = os.path.dirname(os.path.realpath(__file__))
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@ -105,6 +107,8 @@ for root, dirs, files in os.walk(dir_path):
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output_ext = ".mesh"
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case "amplification":
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output_ext = ".task"
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case "geometry":
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output_ext = ".geom"
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output_file = output_base_file_name + output_ext + ".spv"
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output_file = output_file.replace(".slang", "")
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res = subprocess.call("%s %s -profile spirv_1_4 -matrix-layout-column-major -target spirv -o %s -entry %s -stage %s -warnings-disable 39001" % (compiler_path, input_file, output_file, entry_point, stage), shell=True)
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58
shaders/slang/geometryshader/mesh.slang
Normal file
58
shaders/slang/geometryshader/mesh.slang
Normal file
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@ -0,0 +1,58 @@
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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 VSInput
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{
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float4 Pos;
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float3 Normal;
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float3 Color;
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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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float3 Normal;
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float3 Color;
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float3 ViewVec;
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float3 LightVec;
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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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};
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ConstantBuffer<UBO> ubo;
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[shader("vertex")]
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VSOutput vertexMain(VSInput input)
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{
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VSOutput output;
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output.Normal = input.Normal;
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output.Color = input.Color;
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output.Pos = mul(ubo.projection, mul(ubo.model, input.Pos));
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float4 pos = mul(ubo.model, float4(input.Pos.xyz, 1.0));
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output.Normal = mul((float4x3)ubo.model, input.Normal).xyz;
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float3 lightPos = float3(1.0f, -1.0f, 1.0f);
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output.LightVec = lightPos.xyz - pos.xyz;
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output.ViewVec = -pos.xyz;
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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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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 ambient = float3(0.1, 0.1, 0.1);
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float3 diffuse = max(dot(N, L), 0.0) * float3(1.0, 1.0, 1.0);
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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((ambient + diffuse) * input.Color.rgb + specular, 1.0);
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}
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68
shaders/slang/geometryshader/normaldebug.slang
Normal file
68
shaders/slang/geometryshader/normaldebug.slang
Normal file
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@ -0,0 +1,68 @@
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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 VSInput
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{
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float3 Pos;
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float3 Normal;
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};
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struct VSOutput
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{
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float4 Pos : POSITION0;
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float3 Normal;
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};
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struct GSOutput
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{
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float4 Pos : SV_POSITION;
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float3 Color;
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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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};
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ConstantBuffer<UBO> ubo;
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[shader("vertex")]
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VSOutput vertexMain(VSInput input)
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{
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VSOutput output;
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output.Normal = input.Normal;
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output.Pos = float4(input.Pos.xyz, 1.0);
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return output;
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}
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[shader("geometry")]
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[maxvertexcount(6)]
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void geometryMain(triangle VSOutput input[3], inout LineStream<GSOutput> outStream)
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{
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float normalLength = 0.02;
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for(int i=0; i<3; i++)
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{
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float3 pos = input[i].Pos.xyz;
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float3 normal = input[i].Normal.xyz;
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GSOutput output = (GSOutput)0;
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output.Pos = mul(ubo.projection, mul(ubo.model, float4(pos, 1.0)));
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output.Color = float3(1.0, 0.0, 0.0);
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outStream.Append( output );
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output.Pos = mul(ubo.projection, mul(ubo.model, float4(pos + normal * normalLength, 1.0)));
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output.Color = float3(0.0, 0.0, 1.0);
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outStream.Append( output );
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outStream.RestartStrip();
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}
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}
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[shader("fragment")]
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float4 fragmentMain(GSOutput input)
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{
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return float4(input.Color, 1.0);
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}
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90
shaders/slang/viewportarray/scene.slang
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90
shaders/slang/viewportarray/scene.slang
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@ -0,0 +1,90 @@
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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 VSInput
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{
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float3 Pos;
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float3 Normal;
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float3 Color;
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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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float3 Normal;
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float3 Color;
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};
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struct GSOutput
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{
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float4 Pos : SV_POSITION;
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uint ViewportIndex : SV_ViewportArrayIndex;
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uint PrimitiveID : SV_PrimitiveID;
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float3 Normal;
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float3 Color;
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float3 ViewVec;
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float3 LightVec;
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}
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struct UBO
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{
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float4x4 projection[2];
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float4x4 modelview[2];
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float4 lightPos;
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};
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ConstantBuffer<UBO> ubo;
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[shader("vertex")]
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VSOutput vertexMain(VSInput input)
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{
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VSOutput output;
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output.Color = input.Color;
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output.Normal = input.Normal;
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output.Pos = float4(input.Pos.xyz, 1.0);
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return output;
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}
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[shader("geometry")]
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[maxvertexcount(3)]
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[instance(2)]
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void geometryMain(triangle VSOutput input[3], inout TriangleStream<GSOutput> outStream, uint InvocationID: SV_GSInstanceID, uint PrimitiveID: SV_PrimitiveID)
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{
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for (int i = 0; i < 3; i++)
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{
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GSOutput output;
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output.Normal = mul((float3x3)ubo.modelview[InvocationID], input[i].Normal);
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output.Color = input[i].Color;
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float4 pos = input[i].Pos;
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float4 worldPos = mul(ubo.modelview[InvocationID], pos);
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float3 lPos = mul(ubo.modelview[InvocationID], ubo.lightPos).xyz;
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output.LightVec = lPos - worldPos.xyz;
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output.ViewVec = -worldPos.xyz;
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output.Pos = mul(ubo.projection[InvocationID], worldPos);
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// Set the viewport index that the vertex will be emitted to
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output.ViewportIndex = InvocationID;
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output.PrimitiveID = PrimitiveID;
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outStream.Append(output);
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}
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outStream.RestartStrip();
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}
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[shader("fragment")]
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float4 fragmentMain(GSOutput input)
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{
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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 ambient = float3(0.1, 0.1, 0.1);
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float3 diffuse = max(dot(N, L), 0.0) * float3(1.0, 1.0, 1.0);
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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((ambient + diffuse) * input.Color.rgb + specular, 1.0);
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}
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