Add slang shader for shadow mapping and shadow mapping cascades sample

This commit is contained in:
Sascha Willems 2025-04-28 21:03:37 +02:00
parent 126231756a
commit 153aa3b932
7 changed files with 436 additions and 8 deletions

View file

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
float4x4 lightSpace;
float4 lightPos;
float zNear;
float zFar;
};
ConstantBuffer<UBO> ubo;
Sampler2D samplerColor;
float LinearizeDepth(float depth)
{
float n = ubo.zNear;
float f = ubo.zFar;
float z = depth;
return (2.0 * n) / (f + n - z * (f - n));
}
struct VSOutput
{
float4 Pos : SV_POSITION;
float2 UV;
};
[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)
{
float depth = samplerColor.Sample(input.UV).r;
return float4((1.0 - LinearizeDepth(depth)).xxx, 1.0);
}