Add slang shaders for additional samples

This commit is contained in:
Sascha Willems 2025-05-03 17:33:16 +02:00
parent e0bff55eab
commit 0e975064d9
7 changed files with 418 additions and 0 deletions

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Normal;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float3 ViewVec;
float3 LightVec;
};
struct UBO
{
float4x4 projection[2];
float4x4 modelview[2];
float4 lightPos;
};
ConstantBuffer<UBO> ubo;
[shader("vertex")]
VSOutput vertexMain(VSInput input, uint ViewIndex: SV_ViewID)
{
VSOutput output;
output.Color = input.Color;
output.Normal = mul((float3x3)ubo.modelview[ViewIndex], input.Normal);
float4 pos = float4(input.Pos.xyz, 1.0);
float4 worldPos = mul(ubo.modelview[ViewIndex], pos);
float3 lPos = mul(ubo.modelview[ViewIndex], ubo.lightPos).xyz;
output.LightVec = lPos - worldPos.xyz;
output.ViewVec = -worldPos.xyz;
output.Pos = mul(ubo.projection[ViewIndex], worldPos);
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 VSOutput
{
float4 Pos : SV_POSITION;
float2 UV;
};
struct UBO
{
float4x4 projection[2];
float4x4 modelview[2];
float4 lightPos;
float distortionAlpha;
};
ConstantBuffer<UBO> ubo;
Sampler2DArray samplerView;
[[SpecializationConstant]] const float VIEW_LAYER = 0.0f;
[shader("vertex")]
VSOutput vertexMain(uint VertexIndex: SV_VertexID)
{
VSOutput output;
output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2);
output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f);
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
const float alpha = ubo.distortionAlpha;
float2 p1 = float2(2.0 * input.UV - 1.0);
float2 p2 = p1 / (1.0 - alpha * length(p1));
p2 = (p2 + 1.0) * 0.5;
bool inside = ((p2.x >= 0.0) && (p2.x <= 1.0) && (p2.y >= 0.0) && (p2.y <= 1.0));
return inside ? samplerView.Sample(float3(p2, VIEW_LAYER)) : float4(0.0, 0.0, 0.0, 0.0);
}