Add slang shaders for additional samples

This commit is contained in:
Sascha Willems 2025-05-03 11:11:43 +02:00
parent 4df49dba71
commit 0a6c03b58c
5 changed files with 235 additions and 6 deletions

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float4 Pos;
float3 Normal;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float3 ViewVec;
float3 LightVec;
};
struct UBO
{
float4x4 projection;
float4x4 model;
};
ConstantBuffer<UBO> ubo;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Normal = input.Normal;
output.Color = input.Color;
output.Pos = mul(ubo.projection, mul(ubo.model, input.Pos));
float4 pos = mul(ubo.model, float4(input.Pos.xyz, 1.0));
output.Normal = mul((float4x3)ubo.model, input.Normal).xyz;
float3 lightPos = float3(1.0f, -1.0f, 1.0f);
output.LightVec = lightPos.xyz - pos.xyz;
output.ViewVec = -pos.xyz;
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 ambient = float3(0.1, 0.1, 0.1);
float3 diffuse = max(dot(N, L), 0.0) * float3(1.0, 1.0, 1.0);
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75);
return float4((ambient + diffuse) * input.Color.rgb + specular, 1.0);
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Normal;
};
struct VSOutput
{
float4 Pos : POSITION0;
float3 Normal;
};
struct GSOutput
{
float4 Pos : SV_POSITION;
float3 Color;
};
struct UBO
{
float4x4 projection;
float4x4 model;
};
ConstantBuffer<UBO> ubo;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Normal = input.Normal;
output.Pos = float4(input.Pos.xyz, 1.0);
return output;
}
[shader("geometry")]
[maxvertexcount(6)]
void geometryMain(triangle VSOutput input[3], inout LineStream<GSOutput> outStream)
{
float normalLength = 0.02;
for(int i=0; i<3; i++)
{
float3 pos = input[i].Pos.xyz;
float3 normal = input[i].Normal.xyz;
GSOutput output = (GSOutput)0;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(pos, 1.0)));
output.Color = float3(1.0, 0.0, 0.0);
outStream.Append( output );
output.Pos = mul(ubo.projection, mul(ubo.model, float4(pos + normal * normalLength, 1.0)));
output.Color = float3(0.0, 0.0, 1.0);
outStream.Append( output );
outStream.RestartStrip();
}
}
[shader("fragment")]
float4 fragmentMain(GSOutput input)
{
return float4(input.Color, 1.0);
}