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

@ -0,0 +1,29 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
[[vk::binding(1,0)]] Sampler2DArray shadowMapSampler;
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, uniform float4 meshPosition, uniform uint cascadeIndex)
{
float depth = shadowMapSampler.Sample(float3(input.UV, float(cascadeIndex))).r;
return float4(depth.xxx, 1.0);
}