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;
float2 UV;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float2 UV;
float3 ViewVec;
float3 LightVec;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4 lightPos;
};
ConstantBuffer<UBO> ubo;
[[vk::binding(0,1)]] Sampler2D samplerColorMap;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Normal = input.Normal;
output.Color = input.Color;
output.UV = input.UV;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
float4 pos = mul(ubo.model, float4(input.Pos, 0.0));
output.Normal = mul((float3x3)ubo.model, input.Normal);
float3 lPos = mul((float3x3)ubo.model, ubo.lightPos.xyz);
output.LightVec = lPos - input.Pos;
output.ViewVec = -input.Pos;
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float4 color = samplerColorMap.Sample(input.UV) * float4(input.Color, 1.0);
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 diffuse = max(dot(N, L), 0.15) * input.Color;
float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75);
return float4(diffuse * color.rgb + specular, 1.0);
}

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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);
}

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// Copyright 2020 Google LLC
struct VSInput
{
float3 Pos;
float2 UV;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float2 UV;
};
Sampler2D samplerColor;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.UV = input.UV;
output.Pos = float4(input.Pos, 1.0f);
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
return samplerColor.Sample(input.UV);
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Normal;
float2 UV;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float2 UV;
};
struct UBOCamera {
float4x4 projection;
float4x4 view;
};
ConstantBuffer<UBOCamera> uboCamera;
struct UBOModel {
float4x4 local;
};
ConstantBuffer<UBOModel> uboModel;
Sampler2D samplerColorMap;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Normal = input.Normal;
output.Color = input.Color;
output.UV = input.UV;
output.Pos = mul(uboCamera.projection, mul(uboCamera.view, mul(uboModel.local, float4(input.Pos.xyz, 1.0))));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
return samplerColorMap.Sample(input.UV) * float4(input.Color, 1.0);
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float3 Normal;
float2 UV;
float3 Color;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 Normal;
float3 Color;
float2 UV;
float3 ViewVec;
float3 LightVec;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4 lightPos;
};
ConstantBuffer<UBO> ubo;
Sampler2D samplerColormap;
Sampler2D samplerDiscard;
// We use this constant to control the flow of the shader depending on the
// lighting model selected at pipeline creation time
[[SpecializationConstant]] const int LIGHTING_MODEL = 0;
// Parameter for the toon shading part of the shader
[[SpecializationConstant]] const int PARAM_TOON_DESATURATION = 0;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Normal = input.Normal;
output.Color = input.Color;
output.UV = input.UV;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
output.Normal = mul((float3x3)ubo.model, input.Normal);
float3 lPos = mul((float3x3)ubo.model, ubo.lightPos.xyz);
output.LightVec = lPos - pos.xyz;
output.ViewVec = -pos.xyz;
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input) : SV_TARGET
{
switch (LIGHTING_MODEL) {
case 0: // Phong
{
float3 ambient = input.Color * float3(0.25, 0.25, 0.25);
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 diffuse = max(dot(N, L), 0.0) * input.Color;
float3 specular = pow(max(dot(R, V), 0.0), 32.0) * float3(0.75, 0.75, 0.75);
return float4(ambient + diffuse * 1.75 + specular, 1.0);
}
case 1: // Toon
{
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float intensity = dot(N,L);
float3 color;
if (intensity > 0.98)
color = input.Color * 1.5;
else if (intensity > 0.9)
color = input.Color * 1.0;
else if (intensity > 0.5)
color = input.Color * 0.6;
else if (intensity > 0.25)
color = input.Color * 0.4;
else
color = input.Color * 0.2;
// Desaturate a bit
color = float3(lerp(color, dot(float3(0.2126,0.7152,0.0722), color).xxx, asfloat(PARAM_TOON_DESATURATION)));
return float4(color, 1);
}
case 2: // Textured
{
float4 color = samplerColormap.Sample(input.UV).rrra;
float3 ambient = color.rgb * float3(0.25, 0.25, 0.25) * input.Color;
float3 N = normalize(input.Normal);
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 diffuse = max(dot(N, L), 0.0) * color.rgb;
float specular = pow(max(dot(R, V), 0.0), 32.0) * color.a;
return float4(ambient + diffuse + specular.xxx, 1.0);
}
}
return float4(0, 0, 0, 0);
}

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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 Color;
float3 EyePos;
float3 Normal;
int TexIndex;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 normal;
float4x4 view;
int texIndex;
};
ConstantBuffer<UBO> ubo;
Sampler2DArray matCapSampler;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.Color = input.Color;
float4x4 modelView = mul(ubo.view, ubo.model);
output.EyePos = normalize(mul(modelView, input.Pos).xyz);
output.TexIndex = ubo.texIndex;
output.Normal = normalize(mul((float3x3)ubo.normal, input.Normal));
float3 r = reflect(output.EyePos, output.Normal);
float m = 2.0 * sqrt(pow(r.x, 2.0) + pow(r.y, 2.0) + pow(r.z + 1.0, 2.0));
output.Pos = mul(ubo.projection, mul(modelView, input.Pos));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float3 r = reflect( input.EyePos, input.Normal );
float3 r2 = float3( r.x, r.y, r.z + 1.0 );
float m = 2.0 * length( r2 );
float2 vN = r.xy / m + .5;
return float4(matCapSampler.Sample(float3(vN, input.TexIndex)).rgb * (clamp(input.Color.r * 2, 0.0, 1.0)), 1.0);
}