Add slang shaders for additional samples
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60
shaders/slang/multiview/multiview.slang
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60
shaders/slang/multiview/multiview.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 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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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, uint ViewIndex: SV_ViewID)
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{
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VSOutput output;
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output.Color = input.Color;
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output.Normal = mul((float3x3)ubo.modelview[ViewIndex], input.Normal);
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float4 pos = float4(input.Pos.xyz, 1.0);
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float4 worldPos = mul(ubo.modelview[ViewIndex], pos);
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float3 lPos = mul(ubo.modelview[ViewIndex], 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[ViewIndex], worldPos);
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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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46
shaders/slang/multiview/viewdisplay.slang
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46
shaders/slang/multiview/viewdisplay.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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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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float distortionAlpha;
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};
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ConstantBuffer<UBO> ubo;
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Sampler2DArray samplerView;
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[[SpecializationConstant]] const float VIEW_LAYER = 0.0f;
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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 * 2.0f - 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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const float alpha = ubo.distortionAlpha;
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float2 p1 = float2(2.0 * input.UV - 1.0);
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float2 p2 = p1 / (1.0 - alpha * length(p1));
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p2 = (p2 + 1.0) * 0.5;
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bool inside = ((p2.x >= 0.0) && (p2.x <= 1.0) && (p2.y >= 0.0) && (p2.y <= 1.0));
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return inside ? samplerView.Sample(float3(p2, VIEW_LAYER)) : float4(0.0, 0.0, 0.0, 0.0);
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}
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