Add slang shader for shadow mapping and shadow mapping cascades sample
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126231756a
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7 changed files with 436 additions and 8 deletions
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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