Add slang shader for shadow mapping and shadow mapping cascades sample
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126231756a
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153aa3b932
7 changed files with 436 additions and 8 deletions
23
shaders/slang/shadowmapping/offscreen.slang
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23
shaders/slang/shadowmapping/offscreen.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 UBO
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{
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float4x4 depthMVP;
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};
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ConstantBuffer<UBO> ubo;
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[shader("vertex")]
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float4 vertexMain(float3 Pos) : SV_POSITION
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{
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return mul(ubo.depthMVP, float4(Pos, 1.0));
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}
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[shader("fragment")]
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float4 fragmentMain()
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{
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return float4(1.0, 0.0, 0.0, 1.0);
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}
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48
shaders/slang/shadowmapping/quad.slang
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48
shaders/slang/shadowmapping/quad.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 UBO
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{
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float4x4 projection;
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float4x4 view;
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float4x4 model;
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float4x4 lightSpace;
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float4 lightPos;
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float zNear;
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float zFar;
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};
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ConstantBuffer<UBO> ubo;
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Sampler2D samplerColor;
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float LinearizeDepth(float depth)
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{
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float n = ubo.zNear;
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float f = ubo.zFar;
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float z = depth;
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return (2.0 * n) / (f + n - z * (f - n));
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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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[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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float depth = samplerColor.Sample(input.UV).r;
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return float4((1.0 - LinearizeDepth(depth)).xxx, 1.0);
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}
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116
shaders/slang/shadowmapping/scene.slang
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116
shaders/slang/shadowmapping/scene.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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float2 UV;
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float3 Color;
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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 : 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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float4 ShadowCoord;
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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 view;
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float4x4 model;
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float4x4 lightSpace;
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float4 lightPos;
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float zNear;
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float zFar;
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};
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ConstantBuffer<UBO> ubo;
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Sampler2D shadowMapSampler;
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[SpecializationConstant] const int enablePCF = 0;
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#define ambient 0.1
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float textureProj(float4 shadowCoord, float2 off)
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{
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float shadow = 1.0;
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if ( shadowCoord.z > -1.0 && shadowCoord.z < 1.0 )
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{
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float dist = shadowMapSampler.Sample(shadowCoord.xy + off).r;
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if ( shadowCoord.w > 0.0 && dist < shadowCoord.z )
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{
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shadow = ambient;
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}
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}
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return shadow;
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}
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float filterPCF(float4 sc)
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{
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int2 texDim;
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shadowMapSampler.GetDimensions(texDim.x, texDim.y);
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float scale = 1.5;
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float dx = scale * 1.0 / float(texDim.x);
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float dy = scale * 1.0 / float(texDim.y);
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float shadowFactor = 0.0;
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int count = 0;
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int range = 1;
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for (int x = -range; x <= range; x++)
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{
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for (int y = -range; y <= range; y++)
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{
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shadowFactor += textureProj(sc, float2(dx*x, dy*y));
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count++;
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}
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}
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return shadowFactor / count;
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}
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static const float4x4 biasMat = float4x4(
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0.5, 0.0, 0.0, 0.5,
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0.0, 0.5, 0.0, 0.5,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0);
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[shader("vertex")]
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VSOutput vertexMain(VSInput input)
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{
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VSOutput output = (VSOutput)0;
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output.Color = input.Color;
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output.Normal = input.Normal;
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0))));
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float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
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output.Normal = mul((float3x3)ubo.model, input.Normal);
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output.LightVec = normalize(ubo.lightPos.xyz - input.Pos);
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output.ViewVec = -pos.xyz;
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output.ShadowCoord = mul(biasMat, mul(ubo.lightSpace, mul(ubo.model, float4(input.Pos, 1.0))));
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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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float shadow = (enablePCF == 1) ? filterPCF(input.ShadowCoord / input.ShadowCoord.w) : textureProj(input.ShadowCoord / input.ShadowCoord.w, float2(0.0, 0.0));
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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 = normalize(-reflect(L, N));
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float3 diffuse = max(dot(N, L), ambient) * input.Color;
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return float4(diffuse * shadow, 1.0);
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}
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